I can fix the code for mr Mechanical arms. Shall I put the dyncop in front of the passage, so you can't leave without ammo? Maybe give a hint about the mechanical arms.
I noticed another version of Sector 9 in the uploaded section. I'm not sure what's different about it, I think I edited out most of the bugs. I didn't change the code for the dude without the arms (actually I did, in a file that got corrupted, I forgot to redo it before uploading this file). It's a minor thing to fix.
RobertP wrote:I noticed another version of Sector 9 in the uploaded section.
Schrödinger's Cat wrote:I suggest that all future uploads follow the same naming convention (year-month-day_sector.zip) so that there's not a million "sector.zip"s floating around.
The first room (welcome to sector 9, I believe) with the armless guy has two objects replacing breakables. They're in the room with the armless man, next to the blood to his north and his south. RCV, could you delete the code in these objects?
RobertP wrote:The first room (welcome to sector 9, I believe) with the armless guy has two objects replacing breakables. They're in the room with the armless man, next to the blood to his north and his south. RCV, could you delete the code in these objects?
Will do.
Schrödinger's Cat wrote:Care to give us a status report, RCV? I haven't been this excited about a zzt since Madtom's Balls.
I'm about to test the game.
I added a cave blocked off by a boulder, a menu, and two new rooms in the castle.