Tyger
Moderator: Terryn
- Dr. Dos
- OH YES! USE VINE WHIP! <3
- Posts: 1772
- Joined: Tue Mar 11, 2003 12:00 am
- Location: Washington
SVN has a much more recent version of the source. <s>For some reason it doesn't want to compile. Oh well, maybe I'll add #put and #change in before I bother with a release. At that point Burger Joint should be playable.</s>
Glistening Gem
Tyger Specific
+ Right clicking on a tile will pop up a message box containing information on that element as well as the usual console output.
+ Right clicking on the hud will pop up a message box containing information on that room as well as the usual console output.
+ Hypertext links to external files (!-file.ext;File) are displayed with a yellow arrow rather than the traditional purple.
+ Added option to make player clones not move the real player.
+ Added option for double resolution mode.
+ Added option to allow the player to shoot objects that he is in contact with.
+ Objects that #become object will keep their stats and continue to execute code. Find me a game where this breaks it and I'll turn it into a toggle.
+ Added check for "tyger.cfg". User will be notified if the file is not found and default options will be used.
+ Added check for lack of ZZT files. User will be informed they only have saves to load
+ Added check for lack of ZZT files and saves. User will be informed they have no playable worlds.
Graphics
ZZT Support
+ Centered white text via $'s in text boxes now works
+ Page up/down can be used to scroll through text boxes.
+ Scrolls now implemented. Unlike ZZT scrolls they don't care what zzt-oop is contained within, you can get some strange if useless effects with this.
ZZT-Oop Suport
+ Standard hypertext links can now be followed.
+ External hypertext links can now be followed.
+ :bombed and :energize implemented
+ #become implemented
Enhanced ZZT-Oop
+ #become <foreground> <background> <objectname> allows you to select the color of any element or any object already on the board.
Fixes
+ #if contact now works properly
+ Single line messages will never display a blue text box
+ Objects can now push things. Hopefully correctly.
+ #send now makes sure the label is at the start of the line, like ZZT this is done by checking for a newline character before the label so objects that start with a :label won't be able to jump to it.
Known Issues
+ Haha if you stop holding shift, but keep holding a direction when you shoot, you'll keep on shooting!
+ Pushing things with stats has issues when you are pushing diagonally or multiple spaces at a time with tweaked X/Y-steps.
+ Blinkwalls will cause a crash if the wall hits the edge of the board. The timing is currently wrong as well.
+ Absurd directions not implemented! Don't use /cw cw rndp opp cw ccw opp cw opp ccw rnd just yet!
+ Fully written directions do not work yet either, as in #go north
+ ? is treated just like / for movement, so if something is blocked by ? it will continue to endlessly move where it is blocked
+ #locks in :touch statements causes looping messages when enter is used?
+ Passages don't always put you where you're meant to go.
BINARY
SOURCE
Glistening Gem
Tyger Specific
+ Right clicking on a tile will pop up a message box containing information on that element as well as the usual console output.
+ Right clicking on the hud will pop up a message box containing information on that room as well as the usual console output.
+ Hypertext links to external files (!-file.ext;File) are displayed with a yellow arrow rather than the traditional purple.
+ Added option to make player clones not move the real player.
+ Added option for double resolution mode.
+ Added option to allow the player to shoot objects that he is in contact with.
+ Objects that #become object will keep their stats and continue to execute code. Find me a game where this breaks it and I'll turn it into a toggle.
+ Added check for "tyger.cfg". User will be notified if the file is not found and default options will be used.
+ Added check for lack of ZZT files. User will be informed they only have saves to load
+ Added check for lack of ZZT files and saves. User will be informed they have no playable worlds.
Graphics
ZZT Support
+ Centered white text via $'s in text boxes now works
+ Page up/down can be used to scroll through text boxes.
+ Scrolls now implemented. Unlike ZZT scrolls they don't care what zzt-oop is contained within, you can get some strange if useless effects with this.
ZZT-Oop Suport
+ Standard hypertext links can now be followed.
+ External hypertext links can now be followed.
+ :bombed and :energize implemented
+ #become implemented
Enhanced ZZT-Oop
+ #become <foreground> <background> <objectname> allows you to select the color of any element or any object already on the board.
Fixes
+ #if contact now works properly
+ Single line messages will never display a blue text box
+ Objects can now push things. Hopefully correctly.
+ #send now makes sure the label is at the start of the line, like ZZT this is done by checking for a newline character before the label so objects that start with a :label won't be able to jump to it.
Known Issues
+ Haha if you stop holding shift, but keep holding a direction when you shoot, you'll keep on shooting!
+ Pushing things with stats has issues when you are pushing diagonally or multiple spaces at a time with tweaked X/Y-steps.
+ Blinkwalls will cause a crash if the wall hits the edge of the board. The timing is currently wrong as well.
+ Absurd directions not implemented! Don't use /cw cw rndp opp cw ccw opp cw opp ccw rnd just yet!
+ Fully written directions do not work yet either, as in #go north
+ ? is treated just like / for movement, so if something is blocked by ? it will continue to endlessly move where it is blocked
+ #locks in :touch statements causes looping messages when enter is used?
+ Passages don't always put you where you're meant to go.
BINARY
SOURCE
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.
- Dr. Dos
- OH YES! USE VINE WHIP! <3
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- Joined: Tue Mar 11, 2003 12:00 am
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#change now works as well.
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.
- Dr. Dos
- OH YES! USE VINE WHIP! <3
- Posts: 1772
- Joined: Tue Mar 11, 2003 12:00 am
- Location: Washington
I have been lazy and not really working on this for a bit.
#Put/#Change/#Become/#If any all work with combinations of foreground and background colors.
Right now every zzt-oop command is implemented in some way and it's just a bunch of tweaking for horrible horrible bugs which plague everything.
#Put/#Change/#Become/#If any all work with combinations of foreground and background colors.
Right now every zzt-oop command is implemented in some way and it's just a bunch of tweaking for horrible horrible bugs which plague everything.
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.
- Dr. Dos
- OH YES! USE VINE WHIP! <3
- Posts: 1772
- Joined: Tue Mar 11, 2003 12:00 am
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Have fun hex editing your ZZT files before you submit them so you can do this.
Visit the Museum of ZZT
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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.
- Quantum P.
- Level 17 Accordion Thief
- Posts: 1433
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- Dr. Dos
- OH YES! USE VINE WHIP! <3
- Posts: 1772
- Joined: Tue Mar 11, 2003 12:00 am
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Yes. Apparently I wasn't the first to do this as when I was testing it I had a file which told me it was made with ZZTAE.
Visit the Museum of ZZT
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Apologies for the old post you may have just read.
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Apologies for the old post you may have just read.
- Dr. Dos
- OH YES! USE VINE WHIP! <3
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*Loads file*
*Presses F11*
*Loads Test.sav in ZZT*
You can now save your game. And by save your game I mean save the first board of your game since I didn't make it loop yet. Also you can't name your save. Also tiles underneath things don't save right. Also text doesn't save right.
*Presses F11*
*Loads Test.sav in ZZT*
You can now save your game. And by save your game I mean save the first board of your game since I didn't make it loop yet. Also you can't name your save. Also tiles underneath things don't save right. Also text doesn't save right.
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.
- Kjorteo
- ^o.O^
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I had almost forgotten how ugly torches look in regular windowed ZZT, even with DOSBox. (Though at least DOSBox fixes the player char and normals.)
Edit: What's the -0 in Tyger's GUI for again?
Edit: What's the -0 in Tyger's GUI for again?
"You're alive," said the maker, and smiled at the aardvark.
<Kjorteo> "yiff"
<gbelo> Wanna yiff.
<Kjorteo> yes
<gbelo> No no no.
<Kjorteo> "yiff"
<gbelo> Wanna yiff.
<Kjorteo> yes
<gbelo> No no no.
- Dr. Dos
- OH YES! USE VINE WHIP! <3
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Torch cycles instead of ZZT's mysterious 4 bars.
Visit the Museum of ZZT
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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.
-
- secret sauce
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- Dr. Dos
- OH YES! USE VINE WHIP! <3
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I was thinking more of an auto-torch option where if you're in a dark room it will automatically use a torch if you have one, and as soon as it expires immediately light the next one for you.
Visit the Museum of ZZT
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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.
- Schroedingers Cat
- We must invent teleportation!
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