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Posted: Sat Mar 27, 2010 1:48 pm
by Commodore
Zenith Nadir wrote:also, would it be possible for you to make it so spawning the player in a new board does not mess with any fake walls beneath it. i'm sure it is. possible
sounds like it would probably be easier to do it this way anyways.

Posted: Sat Mar 27, 2010 8:19 pm
by Dr. Dos
I don't have duplicators implemented at all yet so right now it doesn't.

Current progress:
Image

Posted: Sun Mar 28, 2010 3:23 am
by Dr. Dos
#become <objectname> works.

By which I mean if you toss an object in the corner with

Code: Select all

@Heart
#end
:touch
#give health 10
#die
#end
and then have an object #become heart

It will become that same object you made with no changes other than the starting line being reset and the colors you supplied.

Posted: Sun Mar 28, 2010 2:04 pm
by Zenith Nadir
what kind of audio device do you intend to run #play commands through, out of interest?

ps: #become :keen: does that mean the object literally changes into the other object? like, you have a bad #char 1 dude who is yellow, and then you shoot him and he dies, and then he #becomes heart and the heart is red and #char 3 with no other manipulation?

sorry to keep asking questions but i'm just curious. curious nadir

Posted: Sun Mar 28, 2010 7:15 pm
by Dr. Dos
The heart will be yellow by default but otherwise yes, it will take its character and code.

You'd probably want the original heart to be off in a corner so that things that #become it aren't affected if it has labels that get zapped.

Posted: Sun Mar 28, 2010 8:25 pm
by Zenith Nadir
so #become red heart would still be a possibility? or even #become darkred heart??????! i am excited.

i guess you've not worked anything out for #play output yet. Nvm

Posted: Mon Mar 29, 2010 12:00 am
by Commodore
maybe instead of (or in addition to) having the object on the board, there could be some sort of editable global object list.

Posted: Tue Mar 30, 2010 12:05 am
by Zenith Nadir
not sure if that'd be a great idea in-game (sounds too much like mzx to me. i'm all for expanding zzt's capabilities a bit, but not too much), but maybe a special editor cache could be a possibility, like how kevedit does it. wait, does tyger have an editor, i don't remember dos saying it does..............?

Posted: Tue Mar 30, 2010 6:06 am
by asiekierka
Zenith Nadir wrote:not sure if that'd be a great idea in-game (sounds too much like mzx to me. i'm all for expanding zzt's capabilities a bit, but not too much), but maybe a special editor cache could be a possibility, like how kevedit does it. wait, does tyger have an editor, i don't remember dos saying it does..............?
Yes it does, here's the steps on how to do this:

1. Press Ctrl+E on your copy of Tyger. This won't work but i just want you to do it.
2. Ask the police to give you exact coordinates of Dr_Dos's house. (Alternatively, get them somehow).
3. Go to Dr_Dos's house.
4. Stab him in the face.
5. While he's unconscious, steal his computer.
6. Get it to your house.
7. Connect it in your house.
8. Boot it.
9. You'll find a "TOP SECRET" directory on the desktop. Enter it, then run "TygerEditor.py".

Now you are the only person to have TygerEditor!
But you're in jail, so that's a m00t point.

Posted: Tue Mar 30, 2010 10:54 am
by Zenith Nadir
thanks for the details asiekierka, i'll get right on that :blazkowicz:

Posted: Tue Mar 30, 2010 6:02 pm
by zamros
sounds like someone's a little jealous

Posted: Wed Mar 31, 2010 8:33 pm
by Dr. Dos
<D_Dos> what are your thoughts on a #prepstat command to be used before a #change/#put/#become
<D_Dos> so you'd be able to #change every solid wall into a passage with a specific destination
<Nadir> good idea
<Nadir> #become passage would finally have a real use...
<Nadir> also, you could combine that with the #become <objectname> thing, to set random cycles or something
<Nadir> that'd be cool...
<Nadir> let's use tyger to make an aliens game. guys' chests explode, the facehuggers move at random cycles between 1-4, and are also dark grey. this ain't your daddy's zzt!!!!

Posted: Thu Apr 01, 2010 3:28 pm
by Zenith Nadir
that was just an example off the top of my head but you get the idea. zzt was always about doing a lot with a little, and combining commands is part of that. just adding 4 or 5 new commands opens a lot of possibilities!

Posted: Thu Apr 01, 2010 6:24 pm
by Aplsos
I Can't Wait Too Play Caverns Of Zzt!

Posted: Thu Apr 01, 2010 8:22 pm
by Dr. Dos
Let's play a game.
Cat and mouse.
:meow: