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blinkwalls

Posted: Thu Mar 06, 2008 8:09 pm
by gingermuffins
if you hit by a blinkwall, and there is a wall to the right, you get pushed onto the wall, but if you are blocked both on the east and west sides you die instantly

WHY

Posted: Thu Mar 06, 2008 11:08 pm
by Zenith Nadir
i remember running into this when i was making that one board in chickenwire with the diagonal blink walls

but oh man, i have no idea, zzt is just plain weird

Posted: Fri Mar 07, 2008 2:28 am
by Commodore
probably because it can't move you and just loops the damage on. maybe you could outlast the blinkwalls period if you had like 32000 health or something.

Posted: Fri Mar 07, 2008 2:48 am
by gingermuffins
32000 health
tried it a few months ago, slowly drains the player's health and goes unresponsive until it hits 0

Posted: Fri Mar 07, 2008 3:42 am
by Dr. Dos
http://zzt.org/dr_dos/blink.zzt

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You can stand on top of anything and it won't respond like you touched it or it touched you.

Boulders stand there, gems remain uncollected, tigers don't hurt, passages don't trigger, all sorts of things.

The more interesting things however,

That red object #gives score 1 and restarts, when you're covering it, your score stops going up.

When that bomb is lit and you cover it, it will stay at the same position until you move off of it.

The blinkwall's ray continues to exist or continues to not exist when its source is covered.

That white object can be turned into a player clone, even when a player is on top of a player clone the clone survives when you move off.

Posted: Fri Mar 07, 2008 6:36 am
by Commodore
i got a high score!

also that's fucked. :tie:

Posted: Fri Mar 07, 2008 8:22 am
by Dr. Dos
If you put a blinkwall on the rightmost column of the board you can push the player onto the sidebar.

Posted: Fri Mar 07, 2008 10:01 am
by Commodore
now put it on zultimate

Posted: Fri Mar 07, 2008 5:14 pm
by Quantum P.
The player acts in a much more sensible manner when hit by a horizontal blinkwall ray. The code probably goes something like this:

Code: Select all

IF player is in the way
    IF not blocked north, move player north
    ELSE IF not blocked south, move player south
    ELSE end the game
But Sweeney probably screwed up coding the vertical blinkwall rays:

Code: Select all

IF player is in the way
    IF not blocked west, move player *east* // should be west
    ELSE IF not blocked east, move player east
    ELSE end the game
I'm guessing the actual code is working with coordinates (e.g., "player_x += 1" instead of "move player east"), so it would be easy to accidentally reverse a direction with a sign error.

Posted: Mon Mar 10, 2008 7:58 am
by Saxxon
I liked making instant-death rays by using black fakes on either side of them.

Also Quantum, maybe Sweeney used the same code for all blink wall hits. Oops.

Edit: Some other seriously cool blink crap: http://saxxonpike.googlepages.com/blinks2.zip

If you don't have a blink wall that has one space of the ray either on a border or in something other than an empty, you might have some weird visual effects... rays only check to see if they are blocked per step, so you could potentially set up the rays just right to have a lot of cool color combinations

Posted: Mon Mar 10, 2008 7:43 pm
by gingermuffins
I've seen that if you destroy the sidebar a little and shoot into it, bullets will travel through and their image will wrap back to the left side. would it be possible to place objects in spots like x85,y12 and have the player be able to walk under their image?

Posted: Mon Mar 10, 2008 8:54 pm
by Saxxon
Yeah, you can wrap bullets. Use a blink wall on the far right side shooting down and get zapped to get to the border. Get ammo and shoot to the right. The bullets will wrap around and not be obstructed by anything for a couple rows. That is, until its X location wraps from 255 to 0 and it'll hit the game-generated board edge. That kind of gives me an idea... zap in the right places, and I could essentially have endlessly shooting bullets!

Also, objects off-screen are impossible - at least in the editor. You can set any object's X/Y location off-screen but if where you put it doesn't have an object under it (and it can't because of the format's limitation) the code won't be executed.

?zap a board edge, send an object into it, and you can still interact with it. Save the game and reload. It's gone, and you can't interact with it anymore - even though the object code is still there.

Posted: Mon Mar 10, 2008 9:49 pm
by gingermuffins
Saxxon wrote:?zap a board edge, send an object into it, and you can still interact with it. Save the game and reload. It's gone, and you can't interact with it anymore - even though the object code is still there.
can move an object into the sidebar and reach it with #send (in some spots, it crashed or energized the player), but yeah i see what you mean

Posted: Tue Mar 11, 2008 7:37 am
by Commodore
ghost blowjob?

any how did you do that?

edit oh wait that's why it's a .sav, but i'm still confused.

Posted: Tue Mar 11, 2008 2:19 pm
by gingermuffins
<s>nanobot figured it out a while back but i can't find his post because his username is some random number: zap the wall, make an object walk into the sidebar and stop, that object tells a cleanup object to fix the yellow border, save, restore</s>
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