Super ZZT Land
Re: Super ZZT Land™
It's not but that's not a bad idea, I was trying to make a crane game, ala kirby, but I haven't touched szzt in ages! Why is that that everything I think should work doesn't? Is there something different about the movement commands? I can't get thud to work properly for example. I resorted to a loop of sorts but that didn't work either (even though it does in ZZT! ARG!)
P.S. I have fixed that label/commmand mix-up for #we
P.S. I have fixed that label/commmand mix-up for #we
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Re: Super ZZT Land™
Oh no. I'll try it on my end. Good choice!
Yea, Super ZZT has a bit of a learning curve. :P
Edit: If all else fails, just get it polished in kevedit. I'll take care of the port.
Yea, Super ZZT has a bit of a learning curve. :P
Edit: If all else fails, just get it polished in kevedit. I'll take care of the port.
Re: Super ZZT Land™
A pound symbol means the whole line is a command, so duplicate pounds are unnecessary. This should work:Commodore wrote:It's not but that's not a bad idea, I was trying to make a crane game, ala kirby, but I haven't touched szzt in ages! Why is that that everything I think should work doesn't? Is there something different about the movement commands? I can't get thud to work properly for example. I resorted to a loop of sorts but that didn't work either (even though it does in ZZT! ARG!)
P.S. I have fixed that label/commmand mix-up for #we
Code: Select all
:we
?w#if not blocked w we
:ea
?e#if not blocked e ea
#we
:down
/s
:so
?s
#put n cyan web
#if not blocked s so
#all:grab
#no
?n#if not blocked n no
#all:move
#r
?e#if not blocked e r
#all:drop
#end
Re: Super ZZT Land™
It's useful to note that ?n is shorthand for #walk n instead of #try n, in SZZT.
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Re: Super ZZT Land™
Sort of :)Commodore wrote:It's useful to note that ?n is shorthand for #walk n instead of #try n, in SZZT.
SZZT does keep track of the number of steps in P2, and when you use the shorter / and ? commands it will keep track. When you use ? it actually does work like #try, but it attempts to store it as a negative number. Since P2 is actually a byte, taking a negative actually does x=(!x)+1. So when you ?n, you are actually doing /n 255. If you do ?n 255, it actually does /n 1.
Interestingly enough, there IS code that checks if P2 was negative, but that will never actually happen.
Further proof that the engine was really rushed :)
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.
Anyway, I have submitted the crane game to bitbot. I will try for something else soon.
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Re: Super ZZT Land™
Thanks Commodore! This is a great addition. I'm going to keep with the Land theme and add elements from Kirby & DK.
ZAP is very stable so far. Saxxon literally built a bridge over to SZZT.
ZAP is very stable so far. Saxxon literally built a bridge over to SZZT.
Re: Super ZZT Land™
In SZZT, when using the / and ? commands, you can append numbers for movement. You cannot append numbers to the #GO and #TRY commands however. Ex:Commodore wrote: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.
/n 10
moves north 10 spaces,
/i 7
idles for 7 cycles
Re: Super ZZT Land™
This, I did not know.Saxxon wrote:In SZZT, when using the / and ? commands, you can append numbers for movement. You cannot append numbers to the #GO and #TRY commands however. Ex:Commodore wrote: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.
/n 10
moves north 10 spaces,
/i 7
idles for 7 cycles
Very useful information there :)
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Re: Super ZZT Land
Superz's got a few tricks up its sleeve.
So the idea is to revive the ZZT Bar concept- complete with stage entertainment and arcade machines to spend those hard-earned gems! We've got a crane game, pinball, galaxian and a jukebox thus far... Something like a pool table, slot machine, darts, dominos, blackjack, beerpong, etc would be great.
Consider contributing a minigame. :)
So the idea is to revive the ZZT Bar concept- complete with stage entertainment and arcade machines to spend those hard-earned gems! We've got a crane game, pinball, galaxian and a jukebox thus far... Something like a pool table, slot machine, darts, dominos, blackjack, beerpong, etc would be great.
Consider contributing a minigame. :)
Re: Super ZZT Land
Blackjack would be a lot of fun to implement, and there's a lot of extra room on the board for AI tables and whatnot. If I'm gonna do blackjack, I'm gonna do it with a dealer at the very least.
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Re: Super ZZT Land
Re: Super ZZT Land
I seem to recall using a series of 1-out-of-4 chance randomisers, (#put rndp rndne, #if blocked n, #if blocked s, etc) to draw a card. It would get you to one of 12 unique cards, and the queen would, %50 of the time, turn into a king. Not quite a true draw, but close. Counting cards is a neat part of playing blackjack with a single deck, but in a casino they use multiple decks, so it would not be unheard of to have multiple ace of spades on the board, or more than four kings. Saves you the problem of checking for stuff like that. Suits are pretty meaningless in blackjack, (I was trying to program baccarat) so again the 1/4 randomiser.
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Re: Super ZZT Land
It would be really difficult to keep track of cards drawn. Not impossible though. A system like this might be a little slow.
Additionally, I don't like the randomization techniques in the ZZT encyclopedia. The problem with them is that if they are based on movement and bounds-checking, there is only one configuration where there is an equal possibility for everything: 2x1 space, which leaves us only one of two choices. A 2x2 grid would make it so that an object could only go to 2 of 3 remaining spaces, and any larger grid makes this issue even more obvious.
This could be consolidated to one object that is blocked by solids on all 4 sides and do a "#put rndp rndne empty" repeatedly, with two objects that check for empties (just like most player clone engines that check for shooting). I think that's the most randomization you could get from one object. In order to draw a card you would need to have 3 such objects, 4^3 = 64 possibilities.
Additionally, I don't like the randomization techniques in the ZZT encyclopedia. The problem with them is that if they are based on movement and bounds-checking, there is only one configuration where there is an equal possibility for everything: 2x1 space, which leaves us only one of two choices. A 2x2 grid would make it so that an object could only go to 2 of 3 remaining spaces, and any larger grid makes this issue even more obvious.
This could be consolidated to one object that is blocked by solids on all 4 sides and do a "#put rndp rndne empty" repeatedly, with two objects that check for empties (just like most player clone engines that check for shooting). I think that's the most randomization you could get from one object. In order to draw a card you would need to have 3 such objects, 4^3 = 64 possibilities.
Re: Super ZZT Land
Nuts. I was hoping I could shoot a star and check #if any red star, &c, but it didn't work. Also a star always seems to start green. A bomb, limited to affecting only one empty square, might work for getting you more than a 1/4 chance, but only once unless you have some complex player interaction. Perhaps this is a job for a LFSR.
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