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Zig
Posted: Sat Mar 14, 2009 10:39 pm
by Scribbit
so I was making an engine-based game and it was just too much to fir in ZZT so I loaded up Zig and I'm a bit confused, does anyone know if there's a working Object Library or if that was never implemented?
I chose Zig to move to next because I heard that it was the only really good ZZT clone, but I'm personally stumped. I'm using 2.1a from the z2 archives because I couldn't find a later version online. Vista doesn't like it so I'm using DOSBox. Am I missing something stupid?
Posted: Sun Mar 15, 2009 1:37 am
by Seventh Shade
pounding electronic beat
![OH MY GOD :agh:](./images/smilies/newegg.gif)
Don't use zig.
![Safety Star! :safe:](./images/smilies/safetystar.jpg)
Don't use zig.
![hmmm :hmmmm:](./images/smilies/japaneseman.gif)
Don't use zig.
![Superbaron! :superbaron:](./images/smilies/superbaron.gif)
Don't use zig.
:drussrox: Don't use zig.
![911nvr4get :911:](./images/smilies/never-forget.jpg)
Don't use zig.
Posted: Sun Mar 15, 2009 2:56 am
by thematrixeatsyou
Yeah, sure. It's pretty simple really. Just open up the ediException at 0x00147723
If you're not happy with ZZT, go with (dare I say it here) Megazeux. If you're not happy with that, go with GCC.
Yes, I do mean the compiler.
(although I'm working on a ZZT clone myself, which is supposed to be ZZT without the 150 object limit and the 20000B limit (raised to 64KB) and the 100 board limit (raised to 256, although I'm trying to get it to treat them as relative in some way) and fontset loading and palette loading and maybe a few other things too... can't guarantee i'll finish it, though, so i'll shut up now :/ )
Posted: Sun Mar 15, 2009 3:53 pm
by Zenith Nadir
In A.D. 2101 war was beginning.
Captain: What happen ?
Mechanic: Somebody set up us the bomb.
Operator: We get signal.
Captain: What !
Operator: Main screen turn on.
Captain: It's you !!
CATS: How are you gentlemen !! All your base are belong to us. You are on the way to destruction.
Captain: What you say !!
CATS: You have no chance to survive make your time. Ha ha ha ha ....
Operator: Captain !!
Captain: Take off every 'ZIG'!! You know what you doing.
Captain: Move 'ZIG'. For great justice.
Posted: Sun Mar 15, 2009 10:31 pm
by Scribbit
Yeah, that's pretty much what I was expecting. Zig sucks, Go use megazeux, all your base. Now all that's missing is an actual explanation of why Zig was never finished and how it got to be the secondary game system on z2 if nobody actually uses it.
Posted: Sun Mar 15, 2009 11:20 pm
by Mooseka
FOR GREAT JUSTICE
Posted: Mon Mar 16, 2009 2:50 am
by Dr. Dos
Mooseka wrote:THAT'S RIGHT WIZARD! ALL YOUR BASE ARE BELONG TO ME NOW!
Posted: Mon Mar 16, 2009 7:30 am
by Quantum P.
I think ZIG games were originally accepted on z2 because ZIG was meant to be backwards compatible with ZZT (unlike MegaZeux). Also, I imagine it didn't hurt that ZIG was strongly hyped as the way of the future. I don't know the whole story, though: if you were there, please enlighten me.
I imagine what happened with ZIG is what happens with almost all ZZT clones: the author gets an overoptimistic start on the clone, finds out that it's really hard to make a GCS, and eventually gets tired of developing it. What's left is buggy and cannot compete with the more established GCSs (ZZT, MegaZeux).
Out of curiosity, what's the engine you're trying to make, Nupanick?
Posted: Mon Mar 16, 2009 3:31 pm
by Dr. Dos
ZIG was awesome and the only real problems it had were no #change, no SAVES, and no sound for 99% of people using it.
Fuck the haters.
Posted: Tue Mar 17, 2009 3:06 pm
by Scribbit
So, I guess I'll have to use the reasonably backwards compatible PLASTIC or else suck it up and learn Robotic.
As for what I'm actually trying to do here, I wanted to make a sequel to PortalZZT but without the requirement of only shooting on specially-programmed walls. I was thinking that if I could teleport objects between boards like Zig can that I might be able to do it.
Posted: Tue Mar 17, 2009 3:41 pm
by Commodore
have you considered using gamemaker?
Posted: Tue Mar 17, 2009 6:58 pm
by Scribbit
yeah. It just doesn't appeal to me as much right now. Maybe eventually I'll try it.
Posted: Tue Mar 17, 2009 7:59 pm
by Commodore
yeah, you would have to come up with some graphics for it too.
Posted: Tue Mar 17, 2009 9:13 pm
by Scribbit
I've actually done some work recently on an Ansi art project, Asie and I made a few comics. But Asiekierka used a custom font, so I guess it's just that I don't like making graphics. Something about simple ascii appeals to me.
Posted: Wed Mar 25, 2009 5:17 am
by Smilymzx
thematrixeatsyou wrote:(although I'm working on a ZZT clone myself, which is supposed to be ZZT without the 150 object limit and the 20000B limit (raised to 64KB) and the 100 board limit (raised to 256, although I'm trying to get it to treat them as relative in some way) and fontset loading and palette loading and maybe a few other things too... can't guarantee i'll finish it, though, so i'll shut up now :/ )
I am very interested in a new ZZT clone (Is it in ASM?), Either that, Or PapaBear open sources Plastic (but will never happen)
Zig Sucks, Live with it
Also, If anyone has a full copy of EZZT (Enhanced ZZT) I can try to disassemble it. But the Webpage is dead long ago! I wish the creator of EZZT (Craig Boston) would come back.
BTW: What originally happened to Craig back then?