Commodore wrote:Some customisation would be nice. Like if the sounds were able to be taken from user supplied files. That way you could have SFX in ZZT games. A world could come with a folder of wavs or something, and lyon would substitute for the notes. A world would still be backwards compatible.
I thought about this too. I like this idea. Don't know how I'd do naming, but I'll get something easy and simple.
Commodore wrote:Maybe a specific character set could be chosen as the default.
What character sets would be offered as options? I have a couple variations of codepage 437 which are both built into the EXE so far.
Commodore wrote:I'd sort of like to see a display more faithful to the original SZZT window. A numerical health display might prove more useful and less complicated to program than SZZT's health bar. It's not too important to me, but if the view is larger, than things the designer might not want you to see might be visible. Look at the title screens of the included games for example. This is a minor quibble. The larger view is actually quite nice.
This is one of the considerations I had when designing the display for SZZT. The main reason of making the display larger was not due to convenience, but because of the size of the scroll. The scroll is larger than the game's display window. I could probably implement a toggle of some sort. The HUD doesn't share the same video renderer as the main window so overlapping that way is not an option.
Commodore wrote:I'm wondering how fast lyon can go. Is max speed a delimited speed? I'd like to see how fast I can get the preposterous machines mandelbrot to form.
ZZT's timer runs at about 71.2 ticks/sec. This should be accurate on all game speeds. However, ZZT has one special exception for its fastest game speed - it disables this timer. On fastest gamespeed, Lyon takes it to 1 tick per cycle to prevent overflow. I'll see what can be done about a faster speed, but I don't want it to become so unstable that it makes Lyon unresponsive.
Commodore wrote:Being able to adjust the key repeat delay from default would be cool too.
The key repeat uses whatever Windows uses. I might consider writing the keyboard interaction into DirectInput so we have a lot more control.