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ZZT Mini-game contest
Posted: Sun Mar 05, 2006 2:37 am
by ajc
I'm running a zzt Mini-game contest! Why? Because I can! Go here for details:
http://www.geocities.com/Ajc1490/zzt.html
Posted: Sun Mar 05, 2006 3:13 am
by Stak
You sure are A BEAUTIFUL AND UNIQUE SNOWFLAKE
(friendlified by nadir)
Posted: Sun Mar 05, 2006 4:27 am
by Quantum P.
Hey, let's keep things nice, Stak.
Posted: Sun Mar 05, 2006 1:12 pm
by MadTom
AJC: It's good to see you keen, but organising a ZZT-game production contest these days takes quite a bit of hype and effort, and when it does work it's usually managed by someone senior in the community who knows everyone very well and can rustle up participants.
Just make some games and improve your skill, for the moment!
Posted: Mon Mar 06, 2006 5:39 am
by nps
But whatever you do, don't start your own ZZT game awards site and name the award after yourself!! It'll just end in tears.
Posted: Mon Mar 06, 2006 5:49 am
by MadTom
SHUT UP! Fuck you! You fucking dick! Always naysaying! Everything I c-create! You piece of shit! YOU create something! Like a ZZT award!
Posted: Tue Mar 07, 2006 1:00 am
by http://yahoo.com/
The NPS Adult ZZT Entertainment Awards
Posted: Tue Mar 07, 2006 1:25 am
by Dr. Dos
best director goes to me for Brokeback Madtom
Posted: Tue Mar 07, 2006 1:28 pm
by TTTPPP
This competition doesn't seem to have anything novel in it. I like the 10 boards or less thing, but why not make it more extreme than that? How about a challenge to make the best ZZT game in 20k or something? (Or pick some sensible size if this isn't a challenge). (I should probably point out that my personal average game length is probably about 10 boards, as normally I come up with level based games).
I like competitions which are restrictive (restrictiveness is one of the main reasons I like ZZT at all!)
But if you just say make a game, then I've got no reason to. I've tried making games in the past, I'm not good with stories, and I'm not patient enough to make consistently interesting gameplay.
Posted: Tue Mar 07, 2006 3:41 pm
by Ellypses
TeiPei is right on this one. There's seems to be not enough restriction in the competition. -10 boards is cool 'n all, but it needs a little funk rubbed in it.
Object restrictions?
less than 20K, or more than 150K?
STKless, or non-normal non-solids world?
Engine only, or specific genra base?
Imagery focused? (summer vacation, autumn, vine garden, blindman PoV)
Rubic Puzzle World? (I nut for puzzles)
I can't say that I'm not interested about this though. Keep me, or us updated

.
Posted: Tue Mar 07, 2006 8:17 pm
by Dr. Dos
TTTPPP wrote:How about a challenge to make the best ZZT game in 20k or something?
Make that on a single board and it sounds totally badass.
Posted: Tue Mar 07, 2006 10:43 pm
by Commodore
now that's a contest, so long as you don't get to it by hiding a scroll with thousands of lines in it.
Posted: Wed Mar 08, 2006 12:01 am
by Quantum P.
Code: Select all
@Hello World
'*****************************************
'* HELLO WORLD: Generic ZZT test program *
'* Displays "Hello, world!" at the *
'* bottom of the screen and exits. *
'* Usage: Touch the object. *
'* *
'* Author: Chris Mounce (Quantum P.) *
'* Last Modified: 03/07/2006 *
'* THIS PROGRAM IS PUBLIC DOMAIN. *
'*****************************************
'
'This is a clever hack that makes your
'code run three times as fast. I honestly
'don't understand why "real" programmers
'try to optimize their code when they
'could just use this trick...
#cycle 1
'
'Wait until the user touches the object
#end
'touch
' Hello World's "touch" event handler.
' Arguments: none
:touch
'The following code should call the
'subroutine printMessage when the
'object is touched.
#send self:printMessage
:return
'End program execution.
#end
'END touch
'printMessage
' Displays the message "Hello, world!" at
' the bottom of the screen.
' Arguments: none
:printMessage
'Display our message
Hello, world!
'If you print a message and immediately
'afterward make a subroutine call or
'return from a subroutine (via #send), the
'message will appear in a blue text box.
'Although this effect is potentially
'useful, we don't want it to happen here.
'To avoid it, we will insert a null
'instruction prior to returning control to
'the main program.
#idle
'Exit subroutine and continue program flow
#send self:return
#end
'END printMessage
Posted: Wed Mar 08, 2006 12:03 am
by Dr. Dos
you are the first person to ever use #idle
Posted: Wed Mar 08, 2006 7:21 pm
by TTTPPP
I was also thinking about object restrictions. For instance what's the most 'interesting' one board game that can be made with only stat-less tiles?
I like <20k and single board though (as this will inherently restrict object usage).
Also I'm glad Quantum's code is public domain, I was going to come up with my own code to get objects to speak, but instead I'll just type his pre-written code in.