Search found 74 matches

by q2k2k
Mon Oct 22, 2012 6:36 am
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT v2.50

How's this coming along q2k2k? It's pretty cool for only your second game and you made this on a Nintendo DS?? That's nuts. I have to thank u personally because you inspired me to start a dev blog which had a huge impact on my first game. I might not have finished it otherwise. I would beta test yo...
by q2k2k
Wed Sep 19, 2012 5:40 am
Forum: ZZT Projects
Topic: Super ZZT Land
Replies: 102
Views: 59451

Re: Super ZZT Land™

wait, I can append numbers to the moves in szzt, or is that just for the example? Anyway, I have submitted the crane game to bitbot. I will try for something else soon. In SZZT, when using the / and ? commands, you can append numbers for movement. You cannot append numbers to the #GO and #TRY comma...
by q2k2k
Sun Jul 08, 2012 4:26 am
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

http://gouki.tastyspleen.net/other/MGSVRM.ZZT

It is finished for now, need one last community test so I can do a final touchup before I upload :)

I also added a "demo version" of advanced mode which is the first level only,
by q2k2k
Thu Jul 05, 2012 8:15 pm
Forum: ZZT General
Topic: run zzt without having to type 'kc' all the time
Replies: 3
Views: 2469

Re: run zzt without having to type 'kc' all the time

Not that I know of atm, but at least its better than most current games these days, forcing you to watch the intro every single time you run the game, which takes much longer than pressing K+C.
by q2k2k
Wed Jul 04, 2012 8:01 pm
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

Thanks for your input Commodore The level design is based on the GBC version of Metal Gear Solid but I can make extension missions which utilizes multiple routes if I make the non-VR version. Here are the changes done so far: -I have moved/removed some of the enemies from level 1 and 5 of sneaking. ...
by q2k2k
Tue Jul 03, 2012 2:41 am
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

Sneaking mode is past halfway done, heres the next update for you guys to try

http://gouki.tastyspleen.net/other/MGSVRM.ZZT
by q2k2k
Sat Jun 30, 2012 8:06 pm
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

Glad you liked it Commodore :) The completed version gets a bit harder.

8 out of the 15 sneaking levels have been completed.

The final version of the game will be slimmed down without all the extra boards and STKs as those take up some valuable KBs and if I have room, may re-add advanced mode.
by q2k2k
Sun Jun 24, 2012 5:03 am
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

Type 2 cameras, level 6 :)

Image
by q2k2k
Fri Jun 22, 2012 8:35 pm
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

Yep, its the first camera type :) When the game starts, health is set to 1 in sneaking mode because in the game mode, getting caught means you lose. The timers are used when the timed mode is set in the main menu when you have to beat the level at a certain time limit. Of course the actual board won...
by q2k2k
Fri Jun 22, 2012 3:58 am
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

Image
by q2k2k
Tue Jun 19, 2012 6:16 pm
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

To everyone, I am not dead, just very busy with work. Got some free time so I spent it working on cameras. I have come up with two different cameras which use the wall to check: The first one will be used when there is no split paths. The wall will check if it is blocked by camera. If the wall is bl...
by q2k2k
Sat Jan 14, 2012 5:53 am
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

Ah ok, I have never thought about doing it like that, I have always done it that way lol, thanks
by q2k2k
Fri Jan 13, 2012 3:09 pm
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

#end
:touch
#if hidinbox clearme
#end
:clearme
#clear hidinbox
#end
by q2k2k
Thu Dec 29, 2011 6:33 am
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

That could actually work I completely forgot about it, although I also completely forgot how to code it. I think it involves checking if the clone is blocked then #clear the flag when blocked.
by q2k2k
Mon Dec 26, 2011 11:13 pm
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 37325

Re: Metal Gear Solid VR Missions ZZT

I'm stumped, I wanted to get cameras into the game with the cardboard box. I am thinking of making it so, if you were to activate the "cardboard box" using the Shift+? function to set a variable (Currently using '-c'), you would be "cloaked" from the cameras, but how do you make it so when you move ...