LINK II

Housing for low income families.

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bitbot
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Re: LINK II ZZT

Post by bitbot »

I've got a pretty short to-do list but I'm just under the 350k ceiling and the boards are pretty optimized already.

Got to decide whether to split the game, ditch backwards compatibility or trade-in the fine-tooth comb for a hacksaw.
This must be the cutting room floor. :-/
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Last edited by bitbot on Sun Apr 15, 2012 6:37 pm, edited 1 time in total.
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Re: LINK II ZZT

Post by Commodore »

RETURN OF GANON!

Ahaha, that's fantastic.

I would suggest splitting unnecessary things to the game into a separate file, if its just barely going to fit. You said you have a sound test board, that seems ripe for such a thing. Is there a long opening cutscene that could have its own world, or information boards or credits? Do you really need a menu to start the game? I would encourage you not to split the world, since it seems like you're trying for a open game. Are there dungeons still to do? Maybe a board from an earlier one can instead go in a later one, shortening the earlier level, but also your development time ;)
*POW* *CLANK* *PING*
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Re: LINK II ZZT

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Commodore wrote:RETURN OF GANON!

Ahaha, that's fantastic.

I would suggest splitting unnecessary things to the game into a separate file, if its just barely going to fit. You said you have a sound test board, that seems ripe for such a thing. Is there a long opening cutscene that could have its own world, or information boards or credits? Do you really need a menu to start the game? I would encourage you not to split the world, since it seems like you're trying for a open game. Are there dungeons still to do? Maybe a board from an earlier one can instead go in a later one, shortening the earlier level, but also your development time ;)
I admit, the challenge to pack it all in is kinda fun. These limits are fueling creativity.

Edit: Thanks to KevEdit and Lyon I'm not too concerned with limits.
Edit2: I'll provide a version that's friendly to ZZT classic. :)
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Re: LINK II ZZT

Post by Quantum P. »

bitbot wrote:Edit2: I'll provide a version that's friendly to ZZT classic. :)
As a user of DOSBox + ZZT classic, I approve! :keen:
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Re: LINK II ZZT

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Quantum P. wrote:
bitbot wrote:Edit2: I'll provide a version that's friendly to ZZT classic. :)
As a user of DOSBox + ZZT classic, I approve! :keen:
A benefit of modern editing is the ability to create without fear of data loss... I'll simmer it down to Sweeney spec later.
If Myth could crank it to 380k back in '95 then there's room yet.
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Re: LINK II ZZT

Post by Saxxon »

Fresh boot, no TSRs :)

The benefit of DOSBox is that you don't really even need to load these. For best results, run with no EMS/XMS either, that'll give you the max conventional memory IIRC. You might even be able to push 400k.
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Re: LINK II ZZT

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Saxxon wrote:Fresh boot, no TSRs :)

The benefit of DOSBox is that you don't really even need to load these. For best results, run with no EMS/XMS either, that'll give you the max conventional memory IIRC. You might even be able to push 400k.
This is great.
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Re: LINK II ZZT

Post by bitbot »

Here's another teaser while I labor away:
woods.png
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Now that the climax and endings are in place, the story is really starting to take shape.
Lots of odd programming bits to do, but I promise a glitch-free gaming experience!

Have a nice weekend. :)
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Re: LINK II ZZT

Post by bitbot »

The last few days have been pretty productive... A new battle system is complete (after several revisions) and it works like a dream!
I'll have a Beta for you all to play in just a few more weeks.

I was considering JPC as a testing environment. The directions are simple enough, but apparently this is beyond my level of expertise...
Does anyone understand how to get this to work?

http://jpc.sourceforge.net/download_applet.html
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Re: LINK II ZZT

Post by Quantum P. »

Why JPC? Curious as to what you want out of a testing environment.
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Re: LINK II ZZT

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Quantum P. wrote:Why JPC? Curious as to what you want out of a testing environment.
JPC seems like the only viable option to get ZZT in a browser.
I'm a noob to this part of the process... I simply want to ensure the game is finished before releasing it.
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Re: LINK II ZZT

Post by Saxxon »

I get it. You're looking for a way to help people play this game without the hassle of installing anything right?
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Re: LINK II ZZT

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Saxxon wrote:I get it. You're looking for a way to help people play this game without the hassle of installing anything right?
Yes. It would be accessible and more appealing to a new generation.
Anyway, we'll get our hyper ZZT one day. :)

Kev Advance deserves another mention:
http://www.youtube.com/watch?v=-k8v6Q1r ... ld3xcmf0g=
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Re: LINK II ZZT

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Commodore wrote:RETURN OF GANON!

Ahaha, that's fantastic.

I would suggest splitting unnecessary things to the game into a separate file, if its just barely going to fit. You said you have a sound test board, that seems ripe for such a thing. Is there a long opening cutscene that could have its own world, or information boards or credits? Do you really need a menu to start the game? I would encourage you not to split the world, since it seems like you're trying for a open game. Are there dungeons still to do? Maybe a board from an earlier one can instead go in a later one, shortening the earlier level, but also your development time ;)
Thanks. I took your advice on this.

WEEK 12

Stuffed the 205 variables into 9 flags... Fits like a glove. I'm starting to get the hang of this. :)

Now on to the plot. It's a good thing they don't censor ZZT yet.

:drussrox:
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Re: LINK II ZZT

Post by Commodore »

Link II: Link's X-Rated Adventure
*POW* *CLANK* *PING*
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