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Posted: Fri Apr 02, 2010 4:29 am
by Dr. Dos
SVN has a much more recent version of the source. <s>For some reason it doesn't want to compile. Oh well, maybe I'll add #put and #change in before I bother with a release. At that point Burger Joint should be playable.</s>

Glistening Gem

Tyger Specific
+ Right clicking on a tile will pop up a message box containing information on that element as well as the usual console output.
+ Right clicking on the hud will pop up a message box containing information on that room as well as the usual console output.
+ Hypertext links to external files (!-file.ext;File) are displayed with a yellow arrow rather than the traditional purple.
+ Added option to make player clones not move the real player.
+ Added option for double resolution mode.
+ Added option to allow the player to shoot objects that he is in contact with.
+ Objects that #become object will keep their stats and continue to execute code. Find me a game where this breaks it and I'll turn it into a toggle.
+ Added check for "tyger.cfg". User will be notified if the file is not found and default options will be used.
+ Added check for lack of ZZT files. User will be informed they only have saves to load
+ Added check for lack of ZZT files and saves. User will be informed they have no playable worlds.

Graphics

ZZT Support
+ Centered white text via $'s in text boxes now works
+ Page up/down can be used to scroll through text boxes.
+ Scrolls now implemented. Unlike ZZT scrolls they don't care what zzt-oop is contained within, you can get some strange if useless effects with this.

ZZT-Oop Suport
+ Standard hypertext links can now be followed.
+ External hypertext links can now be followed.
+ :bombed and :energize implemented
+ #become implemented

Enhanced ZZT-Oop
+ #become <foreground> <background> <objectname> allows you to select the color of any element or any object already on the board.

Fixes
+ #if contact now works properly
+ Single line messages will never display a blue text box
+ Objects can now push things. Hopefully correctly.
+ #send now makes sure the label is at the start of the line, like ZZT this is done by checking for a newline character before the label so objects that start with a :label won't be able to jump to it.

Known Issues
+ Haha if you stop holding shift, but keep holding a direction when you shoot, you'll keep on shooting!
+ Pushing things with stats has issues when you are pushing diagonally or multiple spaces at a time with tweaked X/Y-steps.
+ Blinkwalls will cause a crash if the wall hits the edge of the board. The timing is currently wrong as well.
+ Absurd directions not implemented! Don't use /cw cw rndp opp cw ccw opp cw opp ccw rnd just yet!
+ Fully written directions do not work yet either, as in #go north
+ ? is treated just like / for movement, so if something is blocked by ? it will continue to endlessly move where it is blocked
+ #locks in :touch statements causes looping messages when enter is used?
+ Passages don't always put you where you're meant to go.

BINARY
SOURCE

Posted: Sat Apr 03, 2010 2:42 am
by Dr. Dos
#change now works as well.

Posted: Sat Apr 24, 2010 12:57 am
by Dr. Dos
I have been lazy and not really working on this for a bit.

#Put/#Change/#Become/#If any all work with combinations of foreground and background colors.

Right now every zzt-oop command is implemented in some way and it's just a bunch of tweaking for horrible horrible bugs which plague everything.

Posted: Sat Apr 24, 2010 2:45 am
by Commodore
this month was a lazy month for me

Posted: Fri Apr 30, 2010 1:42 am
by Dr. Dos
Have fun hex editing your ZZT files before you submit them so you can do this.

Image

Posted: Fri Apr 30, 2010 1:48 am
by Aplsos
gross. make that dumb window bigger. god

Posted: Fri Apr 30, 2010 10:45 pm
by Quantum P.
That's pretty cool. I assume you're storing the name/color info in one of those big blank spots in the ZZT header?

Posted: Fri Apr 30, 2010 11:19 pm
by Dr. Dos
Yes. Apparently I wasn't the first to do this as when I was testing it I had a file which told me it was made with ZZTAE.

Posted: Sat May 01, 2010 6:01 am
by Commodore
no external editors in 24hozzt :P

Posted: Thu May 06, 2010 11:02 pm
by Dr. Dos
*Loads file*
Image

*Presses F11*

*Loads Test.sav in ZZT*
Image

You can now save your game. And by save your game I mean save the first board of your game since I didn't make it loop yet. Also you can't name your save. Also tiles underneath things don't save right. Also text doesn't save right.

Posted: Fri May 07, 2010 1:27 am
by Kjorteo
I had almost forgotten how ugly torches look in regular windowed ZZT, even with DOSBox. (Though at least DOSBox fixes the player char and normals.)

Edit: What's the -0 in Tyger's GUI for again?

Posted: Fri May 07, 2010 6:27 am
by Dr. Dos
Torch cycles instead of ZZT's mysterious 4 bars.

Posted: Fri May 07, 2010 5:29 pm
by Seventh Shade
Would you make it so you can activate a torch when you already have one lit, restarting the cycle?

Also, add power stones (or whatever they were called) from super zzt as another item/counter.

Posted: Fri May 07, 2010 6:07 pm
by Dr. Dos
I was thinking more of an auto-torch option where if you're in a dark room it will automatically use a torch if you have one, and as soon as it expires immediately light the next one for you.

Posted: Fri May 07, 2010 6:58 pm
by Schroedingers Cat
I think it'd be good to make it a toggleable option, for those of us who like dark rooms.

Just a suggestion.