Housing for low income families.
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Zenith Nadir
this is my hammer
Posts: 2767 Joined: Wed Mar 12, 2003 11:40 am
Location: between the black and white spiders
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by Zenith Nadir » Wed Apr 12, 2006 4:38 pm
exactly! why do you think i stopped making it
zzt isn't really a great storytelling device or anything.
also: the tampons
he looked upon the world and saw it was still depraved
Overall: Rotton egg for breakfast
Quantum P.
Level 17 Accordion Thief
Posts: 1433 Joined: Fri Sep 12, 2003 1:41 am
Location: Edmonds, WA
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by Quantum P. » Wed Apr 12, 2006 7:24 pm
MadTom wrote: It did have an overhead map, which made things a bit more sane.
In engines like this, the overhead map is always where all the action is; the 3D screen is just eye candy.
Commodore
fgsdfs
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by Commodore » Wed Apr 12, 2006 7:32 pm
i sort of tried to play with that using the terminals. the map is blank and shows your relative position, so you can use it to some degree, but until you find one of the four terminals you don't see where the walls are. That and to keep things shooty, there are the doors that lead to regular overhead areas where you get keys and items, and there's a seperate engine for fights encountered in the 3d crawl.
*POW* *CLANK* *PING*
Ando
2SEXY4U
Posts: 810 Joined: Sat Sep 04, 2004 1:08 am
Location: Oak Harbor, WA
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by Ando » Wed Apr 12, 2006 7:46 pm
I think that Scorch's CHRONOS CHAOS game or whatever had a 3-D maze.
I could be wrong though.
Zenith Nadir
this is my hammer
Posts: 2767 Joined: Wed Mar 12, 2003 11:40 am
Location: between the black and white spiders
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by Zenith Nadir » Thu Apr 13, 2006 8:28 am
barney exterminator 2 had a 3d maze, that didn't let you see the maze top-down
it was really frustrating and annoying. the maze display was tiny, like 4x10, as well, which made it worse
he looked upon the world and saw it was still depraved
Overall: Rotton egg for breakfast
Zephyr
aaaa my capilaries
Posts: 129 Joined: Sat Jul 26, 2003 11:12 pm
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by Zephyr » Thu Apr 13, 2006 10:32 am
So this is probably going to be the best 3d maze yet!
ps don't screw it up
Commodore
fgsdfs
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by Commodore » Thu Apr 13, 2006 4:57 pm
well, it's all done, just beta left. We'll see i guess.
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MadTom
<:D
Posts: 886 Joined: Fri May 13, 2005 6:37 am
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by MadTom » Thu Apr 13, 2006 8:36 pm
Alexis Janson
wacky morning DJ
Posts: 307 Joined: Fri Feb 20, 2004 1:05 am
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by Alexis Janson » Thu Apr 13, 2006 8:39 pm
I made a good 3D maze once. You could see three squares ahead, and also go up and down, so it was real 3D. I had to use a lot of objects in the display.
Unreleased, lost to time, etc.
Commodore
fgsdfs
Posts: 2471 Joined: Wed Mar 12, 2003 5:44 pm
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by Commodore » Thu Apr 13, 2006 8:55 pm
yeah, this one is mostly objects too. it eats KB like crazy, I had to shorten the on board instructions.
nifty looking ZU entry :)
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Commodore
fgsdfs
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by Commodore » Sat Apr 15, 2006 4:40 pm
hey, anyone know of problems trying to change fonts under XP, ME, or 2000?
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Commodore
fgsdfs
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by Commodore » Fri Jun 30, 2006 12:03 am
uploaded!
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MadTom
<:D
Posts: 886 Joined: Fri May 13, 2005 6:37 am
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by MadTom » Fri Jun 30, 2006 1:29 am
Adding now.
Schroedingers Cat
We must invent teleportation!
Posts: 721 Joined: Mon Jun 19, 2006 11:35 pm
Location: Idaho, Wisconsin
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by Schroedingers Cat » Fri Jun 30, 2006 4:50 am
Wow, a zzt shooter that doesn't suck. Good job, Commadore. Your father would be proud.
What's with your "secret" board? And why the semi-monochrome?
Augh, so many questions!
Last edited by
Schroedingers Cat on Fri Jun 30, 2006 6:54 pm, edited 1 time in total.
Commodore
fgsdfs
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by Commodore » Fri Jun 30, 2006 8:31 am
1) it's linked to in the game somewhere... as a secret.
2) its easier to draw line drawings in monochrome.
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