Feature requests thread Post your stupid crap here
#391
Posted 15 February 2007 - 05:51 PM
#392
Posted 15 February 2007 - 06:31 PM
HappyFoppy, on Feb 15 2007, 11:51 AM, said:
It'd also likely break compatibility. No.
zombieguy, on Jan 15 2007, 11:24 PM, said:
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:
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.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#393
Posted 19 February 2007 - 10:39 PM
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?
#394
Posted 19 February 2007 - 10:43 PM
Esdemo1, on Feb 19 2007, 06:39 PM, said:
* 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.
#395
Posted 19 February 2007 - 11:07 PM
Quote
* 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
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.
#396
Posted 19 February 2007 - 11:47 PM
Esdemo1, on Feb 20 2007, 08:39 AM, said:
Heh, are you kidding? There's no way that could ever work with existing games. No, no, no.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#397
Posted 19 February 2007 - 11:51 PM
Quote
Esdemo1, on Feb 20 2007, 08:39 AM, said:
<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.
#398
Posted 20 February 2007 - 12:30 AM
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
--ajs.
#399
Posted 21 February 2007 - 06:59 PM
HappyFoppy, on Feb 15 2007, 05:51 PM, said:
set "move_player" "direction string"?
#400
Posted 21 February 2007 - 07:44 PM
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*
#401
Posted 21 February 2007 - 08:21 PM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#402
Posted 21 February 2007 - 08:30 PM
#403
Posted 21 February 2007 - 09:10 PM
#404
Posted 21 February 2007 - 09:51 PM
Esdemo1, on Feb 20 2007, 08:39 AM, said:
. "@ "
And when you want the robot's name back
. "@ROBOT"
I totally agree with Es' suggestion though.
#405
Posted 22 February 2007 - 12:12 AM
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
#406
Posted 10 March 2007 - 03:50 PM
...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.
#408
Posted 10 March 2007 - 07:47 PM
Regular Expressions in string match stuff. *runs for Exo*
#409
Posted 10 March 2007 - 08:41 PM
megazeux startup_world=/path/to/world
??

Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
#410
Posted 10 March 2007 - 09:17 PM
paulguy119, on Mar 10 2007, 08:41 PM, said:
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.
#411
Posted 17 March 2007 - 06:19 PM
#412
Posted 23 March 2007 - 06:56 AM
Esdemo1, on Feb 19 2007, 04:39 PM, said:
* 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.
#413
Posted 23 March 2007 - 12:52 PM
<@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
#414
Posted 23 March 2007 - 01:25 PM
Esdemo1, on Mar 23 2007, 06:56 AM, said:
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.
#415
Posted 23 March 2007 - 02:47 PM
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#416
Posted 23 March 2007 - 06:21 PM
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
#417
Posted 23 March 2007 - 08:17 PM
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
#418
Posted 24 March 2007 - 06:41 AM
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#419
Posted 24 March 2007 - 06:58 AM
"Violence AND sex! Something for everyone!"
..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
#420
Posted 24 March 2007 - 12:16 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(

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