dMZX Forums: Feature requests thread - dMZX Forums

Jump to content

  • (31 Pages)
  • +
  • « First
  • 12
  • 13
  • 14
  • 15
  • 16
  • Last »
  • You cannot start a new topic
  • This topic is locked

Feature requests thread Post your stupid crap here

#391 User is offline   nooodl 

  • Senior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 735
  • Joined: 28-October 06
  • Gender:Not Telling
  • Location:Belgium

Posted 15 February 2007 - 05:51 PM

How about changing the MOVE PLAYER [dir] command to MOVE PLAYER "[dirs]" Just like the / command. It'd save a lot of loop commands.
0

#392 User is offline   Terryn 

  • ******
  • Group: DigiStaff
  • Posts: 2,960
  • Joined: 12-October 00
  • Gender:Male

Posted 15 February 2007 - 06:31 PM

HappyFoppy, on Feb 15 2007, 11:51 AM, said:

How about changing the MOVE PLAYER [dir] command to MOVE PLAYER "[dirs]" Just like the / command. It'd save a lot of loop commands.

It'd also likely break compatibility. No.

zombieguy, on Jan 15 2007, 11:24 PM, said:

I'm positive it's been explained before why there can't be an Undo button, but I can't exactly remember the explanation. It's possible that it'd just be really hard to add one to MegaZeux, or that people have always just been "nah use backups instead".


ajs was receptive to adding this when I suggested this during "f" sessions, actually. Perhaps it'll get into "g".

zombieguy, on Feb 15 2007, 11:18 AM, said:

Currently there doesn't seem to be a way to stop spacebar from freezing the default player, even if you're not using default bullets at all. This is quite fail on MegaZeux's part.
It'd be nice if in Board Settings - "Can shoot" when unticked would not freeze the player when spacebar is held. There's no reason at all for spacebar to prevent the player from moving if 'Can shoot' is unticked, and it frees up the key for other things (which is why I'm requesting this).


It'd break compat with games that use space for a custom engine designed with this freeze in mind but I otherwise agree. A toggle for this freeze (defaults on per board) would be sensible as opposed to forcing the freeze off in all lockplayer attack instances.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
0

#393 User is offline   hob nado 

  • Ancient Member
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 4,718
  • Joined: 23-September 00
  • Gender:Male

Posted 19 February 2007 - 10:39 PM

Okay, this is pretty nebulous and it's not really a proposal or request per se, but I wanted to bring this idea up - what do you guys think about extending the functionality of the default textbox? (And no, this is not just for Zoe Awesome's sake, although that is where I got the idea.)

Anyways, textboxes are ubiquitous in MZX games, and since the advent of the custom textbox as the de facto standard for making a good MZX game (and the fact that custom textboxes occasionally lend themselves to some ugly Robotic) maybe MZX should support textboxes to a greater degree.

Some ideas I had for options we could provide:

* Resize the default textbox
* Reposition the default textbox
* Change the border of the default textbox
* Remove the title line from the default textbox
* Allow game action to continue while textbox is on
* Lock textbox scrolling
* Change the button to proceed through textboxes

Obviously, many of these will have to be designed carefully so as not to break compatibility, but I believe it could still be done in an elegant way. What are your opinions on this? Unnecessary? Useful? Desirable? Too non-MZX-y?
0

#394 User is offline   inmate2993 

  • Not an actual sockpuppet.
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,024
  • Joined: 21-October 00
  • Gender:Not Telling
  • Location:Mystery Bronx Theater 3000

Posted 19 February 2007 - 10:43 PM

Esdemo1, on Feb 19 2007, 06:39 PM, said:

* Resize the default textbox
* Reposition the default textbox
* Change the border of the default textbox
* Remove the title line from the default textbox
* Allow game action to continue while textbox is on
* Lock textbox scrolling
* Change the button to proceed through textboxes

My name is inmate and I support this message.

Seriously though, a few of those ideas are actually good. Kind of reminds me how the old Sivion demo used the default text box and did such a better job than most games do with custom text boxes.
inny.
0

#395 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 19 February 2007 - 11:07 PM

Quote

* Resize the default textbox
* Reposition the default textbox
* Change the border of the default textbox
* Remove the title line from the default textbox
* Lock textbox scrolling
* Change the button to proceed through textboxes


I think all of these are trivially doable. If I have nothing left to implement, I'll consider it. Or you can do it? You've got a CS degree, right? ;-)

Quote

* Allow game action to continue while textbox is on


Having never looked at the code concerned, I have absolutely no idea whether this would be easy or hard. It's also the one most likely to break compatibility, so it's probably a no-no.

The others are really just eye candy and probably very easy.

--ajs.
0

#396 User is offline   Dr Lancer-X 

  • 電波、届いた?
  • Group: DigiStaff
  • Posts: 8,936
  • Joined: 20-March 02
  • Location:ur mom nmiaow

Posted 19 February 2007 - 11:47 PM

Esdemo1, on Feb 20 2007, 08:39 AM, said:

* Allow game action to continue while textbox is on

Heh, are you kidding? There's no way that could ever work with existing games. No, no, no.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
0

#397 User is offline   hob nado 

  • Ancient Member
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 4,718
  • Joined: 23-September 00
  • Gender:Male

Posted 19 February 2007 - 11:51 PM

Quote

Esdemo1, on Feb 20 2007, 08:39 AM, said:

* Allow game action to continue while textbox is on

<Lancer-X and ajs> NO

Sorry, I should have been more clear - I'm saying make that an option, with the default behavior to still block while a textbox is up, as MZX handles it now. Obviously that would bring ruin upon us all otherwise =)

ajs is right, though, that one could be trouble to code - fortunately I don't see it being essential - while the rest would probably be pretty easy. And yes, although I've never been involved in MZX development, my acquisition of a CS degree is nigh =) I'll take a look at it, maybe implement a demo or something if I get a moment.
0

#398 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 20 February 2007 - 12:30 AM

(This is kinda orthogonal to your feature request, but I thought I'd clarify..)

MegaZeux's finally reaching a point where fewer crash and incompatibility bugs are being reported. It could even be considered "mature".

From my perspective, I'm not Exo, and I'll only implement things that are very _obviously_ trivial and correct, so as to not introduce more regressions. I don't have the time or the motivation to implement glitz.

So I'm all for _adding_ features, but _changing_ them (as the "send all" bugfix highlighted) is probably just a really bad idea.

If people think they can hack things up faster than I can, by all means do so, send them to me, we'll talk about the validity of the feature or implementation, and I'll either merge it or there will be a mini flamewar. Just try to keep random EXE forks to a minimum. ;-)

Quote

"Given enough eyeballs, all bugs are shallow.'' -Linus Torvalds


--ajs.
0

#399 User is offline   Xx*SaturnineMatthias*xX 

  • Your mother.
  • PipPipPipPip
  • Group: Members
  • Posts: 799
  • Joined: 07-November 06
  • Gender:Male
  • Location:Knaresborough, UK

Posted 21 February 2007 - 06:59 PM

HappyFoppy, on Feb 15 2007, 05:51 PM, said:

How about changing the MOVE PLAYER [dir] command to MOVE PLAYER "[dirs]" Just like the / command. It'd save a lot of loop commands.

set "move_player" "direction string"?
this is a signature
0

#400 User is offline   nooodl 

  • Senior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 735
  • Joined: 28-October 06
  • Gender:Not Telling
  • Location:Belgium

Posted 21 February 2007 - 07:44 PM

Embedding loop commands. I dunno if this is possible but I'd like to make it work like this:

loop start
loop start
inc "a" 1
wait 1
loop for 10
inc "b" 1
wait 1
loop for 5


The red parts is the 'outer' loop and the normal part the 'embedded' loop.

*waits for comment saying this is impossible blah blah*
0

#401 User is offline   Terryn 

  • ******
  • Group: DigiStaff
  • Posts: 2,960
  • Joined: 12-October 00
  • Gender:Male

Posted 21 February 2007 - 08:21 PM

Use subroutines instead. Same functionality.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
0

#402 User is offline   hob nado 

  • Ancient Member
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 4,718
  • Joined: 23-September 00
  • Gender:Male

Posted 21 February 2007 - 08:30 PM

Yeah, MZX loops are a bit weak. You could always use subs like Terryn suggested, or just labels and gotos.
0

#403 User is offline   nooodl 

  • Senior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 735
  • Joined: 28-October 06
  • Gender:Not Telling
  • Location:Belgium

Posted 21 February 2007 - 09:10 PM

Waaait, is this thread for _completely_ new things only? I mean like someone could come up with 1 command that takes 50 lines of coding, but then the batch of commands would get even more stuffed. :p
0

#404 User is offline   Goshi 

  • I'm dreadful of DRAGON.
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 4,146
  • Joined: 23-April 01
  • Gender:Male
  • Location:Hihoukan

Posted 21 February 2007 - 09:51 PM

Esdemo1, on Feb 20 2007, 08:39 AM, said:

* Remove the title line from the default textbox

. "@ "

And when you want the robot's name back

. "@ROBOT"

I totally agree with Es' suggestion though.
0

#405 User is offline   CJA 

  • «≡larch bucket≡»
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,262
  • Joined: 23-June 05
  • Gender:Male
  • Location:......@.c....

Posted 22 February 2007 - 12:12 AM

loop start
set "local" to "loopcount"
loop start
inc "a" 1
wait 1
loop for 10
set "loopcount" to "local"
inc "b" 1
wait 1
loop for 5

This post has been edited by CJA: 22 February 2007 - 12:13 AM

Need a dispenser here.
0

#406 User is offline   Xx*SaturnineMatthias*xX 

  • Your mother.
  • PipPipPipPip
  • Group: Members
  • Posts: 799
  • Joined: 07-November 06
  • Gender:Male
  • Location:Knaresborough, UK

Posted 10 March 2007 - 03:50 PM

and now for a sensible feature request (unless this is already available but not obvious)

...the ability to send a path to a MZX game as an argument to MegaZeux, which would then open it (for example megazeux /home/mattwin/mzx/caverns.mzx). Not sure if this would work the same way, but the ability to open MZX files from the file manager after MegaZeux has been registered as the progam to use would be cool too.
this is a signature
0

#407 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 10 March 2007 - 05:43 PM

This feature is already planned for 'g'.

--ajs.
0

#408 User is offline   nooodl 

  • Senior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 735
  • Joined: 28-October 06
  • Gender:Not Telling
  • Location:Belgium

Posted 10 March 2007 - 07:47 PM

I know this might never be added, but...

Regular Expressions in string match stuff. *runs for Exo*
0

#409 User is offline   paulguy 

  • No furry sex
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,548
  • Joined: 14-July 02
  • Gender:Male

Posted 10 March 2007 - 08:41 PM

can't you already do

megazeux startup_world=/path/to/world


??


Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
0

#410 User is offline   Xx*SaturnineMatthias*xX 

  • Your mother.
  • PipPipPipPip
  • Group: Members
  • Posts: 799
  • Joined: 07-November 06
  • Gender:Male
  • Location:Knaresborough, UK

Posted 10 March 2007 - 09:17 PM

paulguy119, on Mar 10 2007, 08:41 PM, said:

can't you already do

megazeux startup_world=/path/to/world


??

whether you can or not, it'd be better if MegaZeux could load the world given to it in stdin etc.
this is a signature
0

#411 User is offline   CJA 

  • «≡larch bucket≡»
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,262
  • Joined: 23-June 05
  • Gender:Male
  • Location:......@.c....

Posted 17 March 2007 - 06:19 PM

A way to let us set the current mod to * without stopping what's playing on that same board (Kind of ruins the rule of *, don't you think)
Need a dispenser here.
0

#412 User is offline   hob nado 

  • Ancient Member
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 4,718
  • Joined: 23-September 00
  • Gender:Male

Posted 23 March 2007 - 06:56 AM

Esdemo1, on Feb 19 2007, 04:39 PM, said:

Some ideas I had for options we could provide:

* Resize the default textbox
* Reposition the default textbox...

[etc. etc.]

Prepare for a "duh" moment =)

Textboxes can't be sizable after all. I started working on these features today and ran into a problem that we all apparently forgot about: Since MZX does not do word wrapping in textboxes (and given the way it is, arguably shouldn't) - any time you want to make your game's textboxes smaller, you'll hose all the text you've already written and formatted for the bigger size boxes.

So that pretty much seals the fate of this idea. Oh well.

Edit: Lancer brought up a good point on IRC that you could still resize them vertically, which would be about 50% useful, I suppose. I dunno, though, without the horizontal resizing too I think it'd feel a bit off.
0

#413 User is offline   GetDizzy 

  • Touch Fuzzy.
  • Group: DigiStaff
  • Posts: 3,564
  • Joined: 22-November 01
  • Gender:Other
  • Location:MA

Posted 23 March 2007 - 12:52 PM

I'd still use it if you could vertically resize and reposition. :(
- Your Jumpy Neighborhood Admin

<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
0

#414 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 23 March 2007 - 01:25 PM

Esdemo1, on Mar 23 2007, 06:56 AM, said:

Textboxes can't be sizable after all. I started working on these features today and ran into a problem that we all apparently forgot about: Since MZX does not do word wrapping in textboxes (and given the way it is, arguably shouldn't) - any time you want to make your game's textboxes smaller, you'll hose all the text you've already written and formatted for the bigger size boxes.

That's true, but surely part of the feature is a stylistic element for your game. You shouldn't have to "reformat" anything if you just set the text box size BEFORE you add text, and then add text with the appropriate line length.

It's not as if the user can change the textbox size at runtime, so I still think the feature could be usable.

--ajs.
0

#415 User is offline   RoSS 

  • RIP Fred Friedberg 2004
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,283
  • Joined: 22-October 00
  • Gender:Male
  • Location:Right in front of behind you.

Post icon  Posted 23 March 2007 - 02:47 PM

Yeah, I agree with ajs here. It won't cause any legacy problems if the default size stays the same. The addition of resizing could potentially be useful; although admittingly a lot of people don't use the [ text box that much these days anyway. Still, it would probably be pretty easy to do.
-RoSS
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
0

#416 User is offline   Koji 

  • End
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 6,644
  • Joined: 15-November 01
  • Gender:Not Telling
  • Location:US, NC

Posted 23 March 2007 - 06:21 PM

could someone please fix it so that if you send a robot to a subroutine lable, the robot treats it like a SUBROUTINE, and not just a normal lable

IE

robot1:
:"lol"
* "Blah"
wait 1
clear mesg
goto "lol"
:"#lol"
* "lol subroutine"
wait 10
goto "#return"
* "Wait... WTF?"

Robot 2:
wait 10
sent "robot 1" to "#lol"

test it out... robot 1 will fuck up, when it shouldn't!

The easy fix here is that when you send a robot to a lable, there is a routine outside of the robotic handler that handles sends and repositions the robot to the lable it was sent too, all we'd need to do was add a small chunk of code that would make the send lable advance down the subroutine stack of the robot if the lable had a # preceeding it.

Right now it's the only suverely lacking feature in subroutine handling. IT BREAKS THINGS.

This post has been edited by Koji: 23 March 2007 - 06:24 PM

0

#417 User is offline   Spectere 

  • Resident Spectere Fanboy
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,111
  • Joined: 18-June 04
  • Gender:Male
  • Location:Struthers, OH, USA

Posted 23 March 2007 - 08:17 PM

I think all that would do is result in an unpredictable code path. There's absolutely no way of telling where #return would take the IP which, I think, could cause a ton of strange programming bugs.

If you really want to do something like that, just set a counter, like this:

. "Robot 1"

:"lol"
* "Blah"
if "r1_dosub" = 1 "#lol"
wait 1
clear mesg
goto "lol"
:"#lol"
* "lol subroutine"
set "r1_dosub" "0"
wait 10
goto "#return"


. "Robot 2"

wait 10
set "r1_dosub" "1"

Not only would it work without question in the current release but it also provides a way of knowing EXACTLY where the code is going to branch, rather than letting MegaZeux sort it all out.

This post has been edited by Spectere: 23 March 2007 - 08:17 PM

:)
0

#418 User is offline   RoSS 

  • RIP Fred Friedberg 2004
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,283
  • Joined: 22-October 00
  • Gender:Male
  • Location:Right in front of behind you.

Post icon  Posted 24 March 2007 - 06:41 AM

Well you would want #return to go to wherever it was when it stopped, which doesn't seem like that big a deal since it should almost always be a wait (otherwise it'll be unpredictable anyway!). The only issue I can see arising is making sure that if you stop 5 cycles into a wait 10, you should only wait 5 more when you get back to the line. As long as you don't use any variables in the subrountine that you don't want affected outside of the subrountine then you should be fine =P
-RoSS
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
0

#419 User is offline   Wervyn 

  • I can see you
  • Group: DigiStaff
  • Posts: 1,855
  • Joined: 24-December 00
  • Gender:Male
  • Location:Caras Galadhon

Posted 24 March 2007 - 06:58 AM

As far as I can tell, this works just fine. Koji's code does exactly what you would expect it to do, no problems at all. I can't get it to print the error code. Really, the only major subroutine issue I can think of is that it doesn't really know how to treat atomic commands that take more than one cycle to complete, like waits or movement strings. I don't know what's wrong for Koji, but I can't replicate the problem.

"Violence AND sex! Something for everyone!"
To lie is to change the truth.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.

-Wervyn
0

#420 User is offline   Dr Lancer-X 

  • 電波、届いた?
  • Group: DigiStaff
  • Posts: 8,936
  • Joined: 20-March 02
  • Location:ur mom nmiaow

Posted 24 March 2007 - 12:16 PM

I know the feature in question works fine, because I have used it many times in the past. You horribly misdiagnosed the problem.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
0

Share this topic:


  • (31 Pages)
  • +
  • « First
  • 12
  • 13
  • 14
  • 15
  • 16
  • Last »
  • You cannot start a new topic
  • This topic is locked

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users