Posted: Fri Apr 02, 2010 4:29 am
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
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