Haha. It's in the little things... instead of a Sleepy Toadstool or a Wake-up Mushroom you simply get a magic mushroom. etc.Commodore wrote:Link II: Link's X-Rated Adventure

Haha. It's in the little things... instead of a Sleepy Toadstool or a Wake-up Mushroom you simply get a magic mushroom. etc.Commodore wrote:Link II: Link's X-Rated Adventure
YES. The art is looking fantastic.Quantum P. wrote:Very nice screenshot! I especially like the torch and bricks.
Thanks. I'm just copying Zelda. There's these moments where I keep it true to ZZT. That's what makes it interesting.Saxxon wrote:YES. The art is looking fantastic.Quantum P. wrote:Very nice screenshot! I especially like the torch and bricks.
The only lack of memory is in my head. I hope to overcome this writer's block.Commodore wrote:If you run out of memory for story, you could include it as a .hlp file and call it in-game with a minus on the normal select command. !-filename;Introduction. A user could read it though, so maybe it would only be good for the opening or intro, and not the ending.
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'
:touch
#gizmo:do
. . .
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#IF ALLIGNED #IF ANY RED FAKE #GIVE AMMO 1
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#IF ALLIGNED IF ANY RED FAKE GIVE AMMO 1
A ZZT optimizer would be great. The board and world limits are pretty respectable.Saxxon wrote: I might being work on a ZZT optimizer - it is meant to be a post-processing step on a completed world. It would obscure labels and object names that do not display messages, pre-bind all objects that had one-line #BIND command, etc. ZAP had preliminary work on this but it didn't quite reach the level of optimization I wanted.
ZAP is still somewhat broken. I don't suggest using it.
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#cycle 1
#if a go
#restart
:go
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#cycle 1
#if a go
/i
#restart
:go