Super ZZT Land

Housing for low income families.

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plasticsurgeon
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Re: Super ZZT Land

Post by plasticsurgeon »

Beautiful map. Still haven't checked this out, but it looks like it's just what ZZT in general needs to kickstart some interest.
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Quantum P.
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Re: Super ZZT Land

Post by Quantum P. »

Oooh, that's pretty. It looks like everything is starting to come together!
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bitbot
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Re: Super ZZT Land

Post by bitbot »

plasticsurgeon wrote:Beautiful map. Still haven't checked this out, but it looks like it's just what ZZT in general needs to kickstart some interest.
I hope so. It's a privilege to help keep the dream alive.
Quantum P. wrote:Oooh, that's pretty. It looks like everything is starting to come together!
Glad you like it so far! It's sort of a mix between SMB3, SMW, and SML2 with a twist.

Map Features:
============
-5 full-size levels to free roam
-1 secret level
-2 secret bonus games
-2 musical themes
-Basic 'H' key inventory
-Push button level select (hopefully)
-Fast auto-movement
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bitbot
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Re: Super ZZT Land

Post by bitbot »

Here's a raw conversion of Starry Night to SZZT just for fun. I probably should've used a sample with better brightness/contrast, but still Zap does a pretty good job on its own.
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Commodore
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Re: Super ZZT Land

Post by Commodore »

I really like it. I'm sure some others look would look good too. Van Gogh is well suited because it favors color over detail.
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Saxxon
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Re: Super ZZT Land

Post by Saxxon »

Wow, I had no idea Zap could do that to SuperZZT (I never tested it!) Glad to know it works at least.

The bitmap conversion uses exponentiation to determine the difference in colors and determines the one with the least difference. A special exception is made for shades of gray because there are multiple ways to get "gray" (and one that combines bright pink with dark green isn't pleasant to see close up). So it's about as good as it'll ever get. I'll be borrowing it for Lyon's editor when the time comes.
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Commodore
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Re: Super ZZT Land

Post by Commodore »

I've been playing with the conversion and have noticed I get slightly different results when I use the same picture over and over. Shouldn't this not be the case for deterministic code or is there some randomization? I've also noticed it never does black areas as entirely black.
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Saxxon
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Re: Super ZZT Land

Post by Saxxon »

Commodore wrote:I've been playing with the conversion and have noticed I get slightly different results when I use the same picture over and over. Shouldn't this not be the case for deterministic code or is there some randomization? I've also noticed it never does black areas as entirely black.
I think there might be randomization when it finds multiple colors that match. It's a good foundation, but leaves room for lots of improvement. I might improve it someday.
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bitbot
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Re: Super ZZT Land

Post by bitbot »

Hey everyone! SZZTLAND has been on hold for several months due to a nasty hardware failure. This was a huge blow. If I can recover the files off the damaged SSD, it will get done eventually.

In the meantime, let's aim to make ZZTV11 the best yet.
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InfoSponge
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Re: Super ZZT Land

Post by InfoSponge »

bitbot wrote:Thanks. You appreciate the simple things.
Some nice isometric pyramids by InfoSponge:
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Hey thanks for the shoutout. I feel like a real boy!
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bitbot
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Re: Super ZZT Land

Post by bitbot »

Well, it's official. I lost the data on my drive... Never underestimate the importance of backups!

Either SZZT is cursed or I was aiming too high and got struck by lightning. lol

Maybe one day I'll recreate it. The annoying part would be to rework the code and soundtrack. The graphics can be redone pretty easily by memory and these screenshots.


Edit: recreated the boards
Last edited by bitbot on Fri Apr 18, 2014 10:49 am, edited 1 time in total.
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Commodore
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Re: Super ZZT Land

Post by Commodore »

That sucks man, I know what it's like.
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bitbot
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Re: Super ZZT Land

Post by bitbot »

Back to the drawing board...

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Baby Bonnie Hood
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Re: Super ZZT Land

Post by Baby Bonnie Hood »

Don't forget to backup this time.
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bitbot
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Re: Super ZZT Land Demo

Post by bitbot »

Totally. Backups are on the cloud now.

I'm committing to a demo version which will showcase most features. Working on this concurrently with ZZTV11/BITBOY.

I was able to salvage Commodore's crane game engine from my inbox!

:safe:
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