a little something
where? I missed it...
World map board is pushing 12k after adding the code for the car (very little) and the code for a town (very much). The battle engine too is pushing the 10k mark, and this is before defending, running, and spells have been implemented. So far I have been graced with enough memory, and I think I can make it work. I'm too in love with the project to drop it now if I can't get the battle the way I was hoping.
Also I have a story.
STORY: A metallic moon eclipses the sun and casts evil rays upon it. After a genration of rot the world is under the control of large alien tripods and is sustained by a tower that replaces the energy lost by the moon's presense. In this oppressive environment, twins are born with a special atunement to the alien's psychic powers. Quest to overload the towers and open a portal to the heart of the black moon to destroy it.
Still no title.
World map board is pushing 12k after adding the code for the car (very little) and the code for a town (very much). The battle engine too is pushing the 10k mark, and this is before defending, running, and spells have been implemented. So far I have been graced with enough memory, and I think I can make it work. I'm too in love with the project to drop it now if I can't get the battle the way I was hoping.
Also I have a story.
STORY: A metallic moon eclipses the sun and casts evil rays upon it. After a genration of rot the world is under the control of large alien tripods and is sustained by a tower that replaces the energy lost by the moon's presense. In this oppressive environment, twins are born with a special atunement to the alien's psychic powers. Quest to overload the towers and open a portal to the heart of the black moon to destroy it.
Still no title.
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I'd use a dark blue background for the water, and shape the currents around the land rather than in a straight gradient. The animation should still work, provided you say:
Rather than:
Carets for mountains is horrible. Works for ADOM but not for ZZT.
Code: Select all
#change blue solid normal
Code: Select all
#change blue solid blue normal
Ah! That preserves the background colour? I never knew that before.MadTom wrote:I'd use a dark blue background for the water, and shape the currents around the land rather than in a straight gradient. The animation should still work, provided you say:Rather than:Code: Select all
#change blue solid normal
Code: Select all
#change blue solid blue normal
EDIT: It looks a lot better now. Thanks <3
I changed the screen shot above.
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well I guess I did know that. It's how I got dark red blood in angelis finale.
I must resist the urge to post every board I finish, but I'm nearly done with the castle (four boards). And the world map is pretty much done. (and just under 13k)
I haven't worked on the battle engine lately which is bad. But soon!
On the 21st I'll be going home for Christmas so my ex-#endgame entry will be out soon, and I will once again have my unfinished Angelis Finale ep2 and EFCW in my hot little zzting hands.
One of these days madtom's music he wrote for wolfenstein will see the light of day.
I must resist the urge to post every board I finish, but I'm nearly done with the castle (four boards). And the world map is pretty much done. (and just under 13k)
I haven't worked on the battle engine lately which is bad. But soon!
On the 21st I'll be going home for Christmas so my ex-#endgame entry will be out soon, and I will once again have my unfinished Angelis Finale ep2 and EFCW in my hot little zzting hands.
One of these days madtom's music he wrote for wolfenstein will see the light of day.
*POW* *CLANK* *PING*
It's fine, better than a lot of things dude.
One the other hand, I've got two little things (three if you're willing) that I need transposed. They're short loops from early Ultima's (Much like the song I posted above). All the midis I found sucked and were obviously some guy on a keyboard so I took the SID's from the C64 version and converted them to midi and lo and behold noteworthy was actually able to display them in some decent fashion. I tried to key them in as it displayed (like how I did the first one), but I think zzt doesn't really do sharps and flats as it's supposed to.
One the other hand, I've got two little things (three if you're willing) that I need transposed. They're short loops from early Ultima's (Much like the song I posted above). All the midis I found sucked and were obviously some guy on a keyboard so I took the SID's from the C64 version and converted them to midi and lo and behold noteworthy was actually able to display them in some decent fashion. I tried to key them in as it displayed (like how I did the first one), but I think zzt doesn't really do sharps and flats as it's supposed to.
*POW* *CLANK* *PING*
I get itCommodore wrote:It's fine, better than a lot of things dude.
Anyway, Noteworthy often doesn't do a very good job of working with keys, and it does really weird things with triplet rhythms and such. ZZT's should work all right, unless you're using a DOS emulator which can send the tuning to shit
Send them over, I'll have a look if you want
YAY.
I have returned to the other side of the country to claim what is rightfully mine! That is to say my #endgame entry, and the remains of Angelis Finale p2 and Wolfenstein!
Now of the four projects the #endgame entry is the closest to being done, while this thread's project sits on my buddy's laptop 3000 miles away. So if I'm productive by the end of my stay here (a week) I'll have a release. Then it's back to making a battle engine. JOY.
I have returned to the other side of the country to claim what is rightfully mine! That is to say my #endgame entry, and the remains of Angelis Finale p2 and Wolfenstein!
Now of the four projects the #endgame entry is the closest to being done, while this thread's project sits on my buddy's laptop 3000 miles away. So if I'm productive by the end of my stay here (a week) I'll have a release. Then it's back to making a battle engine. JOY.
*POW* *CLANK* *PING*
Well my #endgame entry is gone. :( For those of you who were ever on the #endgame boards my name was malcontent.
Much better news is that I FINISHED MY BATTLE ENGINE. Weighing in at a little over 8000 bytes its a surprisingly slim engine. It'll only gets a little bigger for ones that have three monster types, and actually gets smaller for boss battles. (some spells won't work on certain bosses so I can eliminate excess code.) The only thing to add is music.
Having a finished battle engine is a great boost in confidence and allows me to actually start designing some dungeons, since I have a battle engine to connect them to. So far for locations I only have the castle and a small town, but now I'll make some caves and stuff. Hopefully I can keep the file size down. I'll need to do some trimming I think on art boards that consume memory with objects for drawing.
With my map engine and my battle engine working together, this will be the fightingest ZZT RPG ever!
Much better news is that I FINISHED MY BATTLE ENGINE. Weighing in at a little over 8000 bytes its a surprisingly slim engine. It'll only gets a little bigger for ones that have three monster types, and actually gets smaller for boss battles. (some spells won't work on certain bosses so I can eliminate excess code.) The only thing to add is music.
Having a finished battle engine is a great boost in confidence and allows me to actually start designing some dungeons, since I have a battle engine to connect them to. So far for locations I only have the castle and a small town, but now I'll make some caves and stuff. Hopefully I can keep the file size down. I'll need to do some trimming I think on art boards that consume memory with objects for drawing.
With my map engine and my battle engine working together, this will be the fightingest ZZT RPG ever!
*POW* *CLANK* *PING*
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