ZZT Tests
ZZT Tests
I have two things to say:
1. I'm in the middle of developing a series of Personality Tests which can be answered in ZZT. One rates your personality, another rates your gaming personality, and the last rates your ZZT personality.
I'm using flags, and it's going to take AGES to put all of the personality descriptions into the game (there are about forty, and I'm writing a paragraph on each).
Any ideas on a better "test" engine?
2. I'm also developing a game about a day at school, in which you have to use the inventory engine and a timetable engine to navigate classes, as well as thwart the twisted plans of the Principal/Art teacher. I've made a few boards, and apart from my terrible graphical skills, it's looking okay.
1. I'm in the middle of developing a series of Personality Tests which can be answered in ZZT. One rates your personality, another rates your gaming personality, and the last rates your ZZT personality.
I'm using flags, and it's going to take AGES to put all of the personality descriptions into the game (there are about forty, and I'm writing a paragraph on each).
Any ideas on a better "test" engine?
2. I'm also developing a game about a day at school, in which you have to use the inventory engine and a timetable engine to navigate classes, as well as thwart the twisted plans of the Principal/Art teacher. I've made a few boards, and apart from my terrible graphical skills, it's looking okay.
J. Hunter
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You could have an object that moves up and down on the board depending on the answers given, and have objects in a straight line parallel to the object check if they're blocked in the direction of the moving object.
The one that is blocked will give out a response.
You can make multiple lines for added dimension i guess
if you don't want the player to see this just make everything black after you're done fiddling. kevedit has a nice feature that lets you paint over objects and change only their colour value and nothing else. Just press A and then D, set colour to black on black, and then TAB over it all. (back up your file beforehand in case something goes wrong!)
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You can make multiple lines for added dimension i guess
if you don't want the player to see this just make everything black after you're done fiddling. kevedit has a nice feature that lets you paint over objects and change only their colour value and nothing else. Just press A and then D, set colour to black on black, and then TAB over it all. (back up your file beforehand in case something goes wrong!)
- Quantum P.
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Thanks for all the help, guys. There's three questions in each test. The first and last test have three answers for each question (A, B, Cx6) and the second test has two answers for the first question (A, B) and three for the last two (A, B, Cx2). That brings the total up to a possible 72 outcomes. I've just completed the first test, but none of my flags seem to work. I had the code like this:
I put :a's code for each letter (of course changing the letter) and then it was onto the next room where the object tested for answer 1.
I did pretty much the same thing for :b and :c. Now, when I tested this out, it came up with in the actual game (once I had chosen !a;A for question 2):
1a #set 2aa
1b #set 2ba
1c #set 2ca
All in a message box, and then the door opened. Is there any way I can change this without creating a different label for all 27 of this tests possible answers in each question object?
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@Question 1
#end
:touch
question goes here with
!a;Answer A
!b;Answer B
!c;Answer C
#end
:a
#set 1a
#send nextroomdoor:open
#zap touch
#end
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question system and all that
:a
#if 1a #set 2aa
#if 1b #set 2ba
#if 1c #set 2ca
#send nextroomdoor:open
#zap touch
#end
1a #set 2aa
1b #set 2ba
1c #set 2ca
All in a message box, and then the door opened. Is there any way I can change this without creating a different label for all 27 of this tests possible answers in each question object?
J. Hunter
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I think this happens because you can't check for flags that start with a number.
In an empty file, if you plot an object with this program and run it...
...It will keep displaying "1flag #become red fake" at the bottom of the screen.
I don't know why this is, but if your flags begin with a letter, it ought to work.
In an empty file, if you plot an object with this program and run it...
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@object
:a
#if 1flag #become red fake
/i#a
I don't know why this is, but if your flags begin with a letter, it ought to work.
- Shadow Mage
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- mania-[ker]
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That's his way of telling you to brush your teeth.
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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.
Thanks mani-ker. I'll check that out right away.
Does it come up with "Err: Reconfigure" or a message saying you got to that board through the editor? Because I put "Err: Reconfigure" into it in case of flags not working, and the other message in case of cheating.
EDIT: Fixed up that bug, I'd forgotten to change the flags from the numbered ones. Reuploaded v1.1. Thank you!
Does it come up with "Err: Reconfigure" or a message saying you got to that board through the editor? Because I put "Err: Reconfigure" into it in case of flags not working, and the other message in case of cheating.
EDIT: Fixed up that bug, I'd forgotten to change the flags from the numbered ones. Reuploaded v1.1. Thank you!
J. Hunter
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