This was included in my post, infact. Oh well. I've been talking to Adv and he says he's no time to work on PocketZZT with work and school. Perhaps if you asked him he'd send you the source code of what he's made so far.Dr. Dos wrote:It helps to give them the BANG! site address!
http://bangdepot.tk I believe.
ZZT online!
Moderator: zamros
http://www.byond.com
easy to learn language, multiplayer stuff is already set up. just run a world and click host, and it'll be listed in the hub.
YM COED OL1OL1O1L1O1OLOLOL111111
dream seeker [world player/client] screen 1-choosing character screen
screen of my game...built in text box....putting something in it is as easy as world<<"blah"
easy to learn language, multiplayer stuff is already set up. just run a world and click host, and it'll be listed in the hub.
YM COED OL1OL1O1L1O1OLOLOL111111
dream seeker [world player/client] screen 1-choosing character screen
screen of my game...built in text box....putting something in it is as easy as world<<"blah"
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- LOOK OUT FER BAAAD BOB
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- nondescript
- i am a bee. i fly around and say 'buzz'
- Posts: 31
- Joined: Wed Mar 12, 2003 3:17 am
turn-based hotseat game, don;t save after finishing a game or the multiplayer board is ruined forever.My Liver Hurtz wrote:For over the year I've had this one theory that would just barely make it possible to make multiplayer games within ZZT, but I've never had the courage to actually test my theories. The engine would be limited though, pretty much limited to RPG battles.
UPDATE!
in zzt online it should be possible to edit a house (which WILL be purchased in the form of an empty board) in any way imaginable either online(realtime) or offline.
also, the only thing you will ahve to have admin's help with is changing board links (off edges), making new boards (they will be updated during a short period in the night when the server is taken down for automated maintenace.) and getting a user profile.
users will be encouraged to make minigames, etc. in their lots and can charge whatever admission they want (although not many people will spend millions of gems to see a crappy newbie maze game.)
I will continue to inform you all of progress in the actual programming!
in zzt online it should be possible to edit a house (which WILL be purchased in the form of an empty board) in any way imaginable either online(realtime) or offline.
also, the only thing you will ahve to have admin's help with is changing board links (off edges), making new boards (they will be updated during a short period in the night when the server is taken down for automated maintenace.) and getting a user profile.
users will be encouraged to make minigames, etc. in their lots and can charge whatever admission they want (although not many people will spend millions of gems to see a crappy newbie maze game.)
I will continue to inform you all of progress in the actual programming!
- Dr. Dos
- OH YES! USE VINE WHIP! <3
- Posts: 1772
- Joined: Tue Mar 11, 2003 12:00 am
- Location: Washington
YES, THERE WILL BE NOTHING LIKE HARDCORE ZZT GAMBLING.
Visit the Museum of ZZT
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
If anyone wants, they could easily create their own small towns in zzt online. all you would have to do is:
1) call up the admins, or find one online and ask for the number of boards you need, and how they will interconnect.
2) gather a group of "friends"
3) wait for the server update (next day..)
4) build your town with the help of said friends while online.
5) update signposts so others can find your town (unless it is a secret)
6) allow mass chaos, profiteering, and good old fashioned fun to ensue!
By the way, a ZZT online project website is in the works (I will post a link when it is up) and my team has just about finished with setting up our header files and figuring out the file-format. yay.
the core game engine code should be portable, as well as network code and the editor, but each OS will need it's own graphics libraries( direct X for mac doesn't actually exist) and and interface. We plan to make ZOL for Windows, DOS, and Linux. anyone willing to port it to Mac OS, Amiga, FreeBSD, etc. when the time comes?
1) call up the admins, or find one online and ask for the number of boards you need, and how they will interconnect.
2) gather a group of "friends"
3) wait for the server update (next day..)
4) build your town with the help of said friends while online.
5) update signposts so others can find your town (unless it is a secret)
6) allow mass chaos, profiteering, and good old fashioned fun to ensue!
By the way, a ZZT online project website is in the works (I will post a link when it is up) and my team has just about finished with setting up our header files and figuring out the file-format. yay.
the core game engine code should be portable, as well as network code and the editor, but each OS will need it's own graphics libraries( direct X for mac doesn't actually exist) and and interface. We plan to make ZOL for Windows, DOS, and Linux. anyone willing to port it to Mac OS, Amiga, FreeBSD, etc. when the time comes?