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Posted: Wed Sep 03, 2003 5:06 am
by 29
I found I could achieve the same effect as playing Myst in real life by looking at a bunch of photos and making atmospheric noises :((

Posted: Wed Sep 03, 2003 9:20 am
by Zenith Nadir
Now there's a thought...

Posted: Wed Sep 03, 2003 10:01 am
by 378
Except that you'd miss all the puzzles...


...not to mention the storyline.

Of course, the puzzles in Myst didn't always make sense on why they were there, which is what I really liked about Riven (all the puzzles, save one or two near the end, all made perfect sense why they were there in a real-world sense) and why I am wary of trying Exile. (Oh, look. The puzzles are all okay because they're in fucking puzzle worlds. Give me an fucking break.)


Edit: Swearing now enabled.

Posted: Wed Sep 03, 2003 10:47 am
by Zenith Nadir
if you're going to fucking swear, just do it

none of this fing crap

Posted: Wed Sep 03, 2003 2:27 pm
by 136
I like to play game ADOM

Posted: Wed Sep 03, 2003 7:29 pm
by Dr. Dos
I too like to play game ADOM.

Posted: Thu Sep 04, 2003 1:02 am
by Ryan Ferneau
Besides, it's spelled "effing". Really, I saw it in a book once.

I used a pencil and paper to break the letter-substitution code in You Vs. Stupidity 2. But that was BEFORE I figured out that the "quick brown fox" note was supposed to be a key. Yeah, I did more puzzle-solving on that than I had to. I never finished the game, either, but I might someday. I should probably finish the first game first.

Posted: Thu Sep 04, 2003 4:23 am
by Zandor 12
The first You Vs. Stupidity isn't as good as the second. The humor's there, but the thing breaks about a thousand syndromes and makes fun of Sonic the Hedgehog, causing it to lose at least 20 cool points. Now if only I had the scale, maybe that fact would actually be meaningful.

Besides, YvS2's self contained, you don't need anything from the first to get/appreciate what's going on. I think I also decoded the Thermonuke instructions with paper, good fun. I even mapped out the entire 3D maze, including all the dead ends.

Posted: Thu Sep 04, 2003 10:26 am
by Zenith Nadir
Still, AKNeutron had a good point about Sega's awful marketing strategy.

Sonic is still heroic though.

re

Posted: Fri Sep 26, 2003 11:44 pm
by Surrey
Stiltzkin wrote:I really hope the topic is a joke, I really do.

On the actual topic, since they both use the ASCII character set for graphics, they obviously bear a resemblance to in that respect. I really can't see ZZT evolving directly from Rogue, though.
Rogue was written in C, using the Ncurses library. The library used a fast ANSI method to put chars on the screen…unlike calling ANSI Seq’s directly…

Has anyone ever tried to make a basic rogue-like using direct ANSI seq’s? I did, and I found it was disgustingly slow…then I discovered Pdcurses (a dos implementation of ncurses) and linked it in to my compilation, the “@“ character zoomed across the screen like “road-runner“.

As for ZZT, well, it was written in Pascal allegedly, so I guess it's different in the above respect. But it’s basically the same principle…you have a player char either #char 002 or “@” and you have up, down, left, right to move it around. You have to create an algorithm that checks if the player walks into a wall etc… then there is the matter of mapping. You have to store the object on each tile in an array. I guess the simplest way would be to have an array of structures or something. So you could have map[0][0].type=1; etc.

:freud:

Posted: Sat Sep 27, 2003 1:44 am
by 235
That was the most pointless post I have ever read.

Posted: Sat Sep 27, 2003 8:39 pm
by Ryan Ferneau
It was only pointless for you because you don't care about programming.

Posted: Sun Sep 28, 2003 3:47 am
by 235
It was pointless because the thread is asking if ZZT was based on Rogue. I don't think the programming language or how it was programmed would make a difference.

Posted: Sun Sep 28, 2003 6:41 pm
by Ryan Ferneau
It might.

Posted: Sun Sep 28, 2003 11:58 pm
by 110
King Bat wrote:
snarfoogle wrote:But seriously, Rogue isn't a very good example of a roguelike.
Uhhhhhhhhhh. . . . . .what
Bweh. I have confused you!