I feel like making nanogames again.
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I feel like making nanogames again.
Rather than post in the old nanogames thread and commit thread necromancy, I am starting a new thread because I want to make some nanogames again. The recent update gave me the idea to put several small games together and call it a nanogame collection, but I know myself well enough not to try to make up my own topics. Does anyone have a good idea for a nanogame?
I'm nupanick.
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A man experiences an unusual level of difficulty in renting a video game. Lots of minor, realistic problems ensue.
A ZZT port of that one website that keeps track of how many times you push a big red button.
Kids must reclaim their treehouse from the neighborhood bully
A murder mystery could be interesting compacted to one board, with the player as the investigator. I think this might have already been done though, or my mind is playing a trick on me.
A ZZT port of that one website that keeps track of how many times you push a big red button.
Kids must reclaim their treehouse from the neighborhood bully
A murder mystery could be interesting compacted to one board, with the player as the investigator. I think this might have already been done though, or my mind is playing a trick on me.
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I think Sleuth was one.
But it was like made in 1992 so I doubt it's aged well.
But it was like made in 1992 so I doubt it's aged well.
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h-h-having a little trouble!
I'm having trouble with one of the nanogames. I was making the murder mystery game and I wanted a discrete randomizer that goes more than two ways. I had an object check #if any [color] scroll multiple times, and keep looping until getting a hit. It never seems to quit the loop, and I'd like to know if there's something stupid I did wrong that I can fix. the first bit of the code looks like this:
I've tried setting flags and opening the save file in kevedit, and I've tried outputting text that says which message was sent, but nothing happens. Either I find that no flags were set or nothing appears on the screen.
Code: Select all
@randomizer
#cycle 1
/i
:who
#if any red scroll suspect1
#if any yellow scroll suspect1
#if any green scroll suspect1
#if any blue scroll suspect2
#if any purple scroll suspect2
#if any cyan scroll suspect2
#if any white scroll suicide
#who
I'm nupanick.
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It can't. I thought it could though.
You can just have an object #put a boulder over the scroll and then check for that colored boulder.
You can just have an object #put a boulder over the scroll and then check for that colored boulder.
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- Quantum P.
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My preferred method of randomness has always been something like the following:
The object, of course, has a wall or something to the north and is not blocked to the south. It makes more sense if you look at it like this:
Each fork in the road is decided randomly, and you end up #sending yourself one of eight different messages. The code can be made shorter at the expense of readability.
And here's a simpler method, but it uses a counter:
Code: Select all
#if blocked rndp e aaa
#bbb
:aaa
#if blocked rndp e ccc
#ddd
:bbb
#if blocked rndp e eee
#fff
:ccc
#if blocked rndp e g
#h
:ddd
#if blocked rndp e i
#j
:eee
#if blocked rndp e k
#l
:fff
#if blocked rndp e m
#n
'labels g through n follow
Code: Select all
start
/ \
aaa bbb
/ \ / \
ccc ddd eee fff
/ \ / \ / \ / \
g h i j k l m n
And here's a simpler method, but it uses a counter:
Code: Select all
#if blocked rndp e give torches 4
#if blocked rndp e give torches 2
#if blocked rndp e give torches 1
#take torches 1 a
#take torches 1 b
#take torches 1 c
#take torches 1 d
#take torches 1 e
#take torches 1 f
#take torches 1 g
#h
'labels a through h follow
i did something like that when I tried to make a blackjack engine. an object would check if it was blocked randomly to a side then do it again for a234,5678, or 910JQ. then for the king the queen had a 50/50 shot at being a king. but counting the values was a bitch (my plan was to use all the counters in the game so i needed to count using an object moving up and down.)
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