Feature requests thread Post your stupid crap here
#811
Posted 31 May 2011 - 03:57 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#812
Posted 31 May 2011 - 05:35 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#813
Posted 01 June 2011 - 02:08 AM
#814
Posted 01 June 2011 - 05:11 AM
Baby Bonnie Hood, on 31 May 2011 - 07:08 PM, said:
That is a great idea, Since there may be another ''demo curse'' in the future.
Hope that will be there for the next version!
I am at:
Z2 - ZZT forums, NESDEV Forums, SMW Central (Super Mario World)
Other interests:
Museum of ZZT, NESDEV Wiki, Wiki of Weavers (ZZT-related!)
#816
Posted 01 June 2011 - 10:20 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#817
Posted 01 June 2011 - 05:29 PM
Baby Bonnie Hood, on 31 May 2011 - 10:08 PM, said:
Or... when you load up a MegaZeux game for edit it shows the DATE AND TIME last edited!
#818
Posted 03 June 2011 - 01:38 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#819
Posted 03 June 2011 - 04:54 AM
Basically what I'm asking for is a way to Force Quit... out of the editor while in test mode. If a quit menu could be prompted on top of all other windows... that'd be nice. Or an instant escape.
This post has been edited by T-Bone: 03 June 2011 - 04:57 AM
#820
Posted 03 June 2011 - 11:42 PM
T-Bone, on 02 June 2011 - 09:54 PM, said:
Basically what I'm asking for is a way to Force Quit... out of the editor while in test mode. If a quit menu could be prompted on top of all other windows... that'd be nice. Or an instant escape.
This post has been edited by zzo38: 03 June 2011 - 11:44 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#821
Posted 04 June 2011 - 12:58 AM
edit: mostly my use for it is when I have the commands set stupidly higher than they ever need to be though
This post has been edited by Lachesis: 04 June 2011 - 01:44 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#822
Posted 04 June 2011 - 04:47 AM
Lachesis, on 03 June 2011 - 05:58 PM, said:
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#823
Posted 04 June 2011 - 06:47 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#824
Posted 05 June 2011 - 10:33 PM
Lachesis, on 03 June 2011 - 11:47 PM, said:
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#825
Posted 05 June 2011 - 11:33 PM
While this feature is useful, I think it's more important that mainline MZX merge my version's support for reading directories, which is facilitated through an awk-like language available only to signs (unfortunately scroll support is broken for some reason.)

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#826
Posted 06 June 2011 - 12:19 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#827
Posted 06 June 2011 - 12:22 AM
Lachesis, on 06 June 2011 - 10:19 AM, said:
That's fine, too- you can change the char ID of the whirlpool graphics to effect a substitution cypher on tile IDs for these extended commands. SMovingWalls might be out, but you could substitute with ThickWeb. Unfortunately this will also make your fish act like runners and there's no workaround for this at the moment.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#828
Posted 06 June 2011 - 12:56 AM
zzo38, on 03 June 2011 - 07:42 PM, said:
My debugger would help if you could get it to open. Unfortunately, doing so requires hitting keys, which fails in the same way.
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#829
Posted 06 June 2011 - 02:17 AM
Doesn't bother me personally because I just kill MZX from the task manager and reload the __test world

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#830
Posted 06 June 2011 - 04:10 AM
Capping commands at 1,000,000 would probably fix that easy enough. The game would run slow enough to tell the developer something's screwy, but not so slow that it'd be impossible to get out.
I personally haven't had a busyloop freeze in ages, and I still use (-1>>1), though. I think the self-punishment of using (-1>>1) taught me not to create busyloops.
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#831
Posted 06 June 2011 - 05:16 AM
Lancer-X, on 05 June 2011 - 07:17 PM, said:
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#832
Posted 07 June 2011 - 04:37 AM
Be nice if there was some way of aborting a bad robotic loop. I'm just really bad at predicting bad loops from according before i go into testing. I often have to use Control ALT delete to get out of >_<
#833
Posted 07 June 2011 - 08:56 AM
As other people have commented, there's really no straightforward way to handle the infinite robotic loop. If control never returns to the event loop, there's no way to handle the pending event.
A modern GUI application would probably run all keyboard processing in a thread and sprinkle the "model" with locking. This way you could always break out. But I'd rather not introduce a thread into a single-threaded application[1].
--ajs.
[1] Not quite true because SDL audio processing is threaded and on some platforms we have other threads.
#834
Posted 08 June 2011 - 04:17 AM
Perhaps direct joystick support (as opposed to just the joystick-to-key mapping thing) could be useful instead?
<Stephen> are you dozing
<gm|lap> totally
<Stephen> good
<Stephen> i will bury you
#835
Posted 08 June 2011 - 07:28 AM
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D
<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
#836
Posted 09 June 2011 - 12:22 AM
Example: For each char in the char editor you could press keys 0-9 to toggle between copies of edits for that char to basically store up to 10 different renditions of that char (having 0 as the default index).
In the code, you could do something like:
char 'E' 1
to get the char rendition in slot 1 for that char.
Of course have char 'E' 0 mean the same as char 'E' for backwards compatibility.
Something like this could reduce the requirements for char edit commands and some of the need for creating and swapping multiple .chr files.
If storing 10 slots for each char in actual .chr files would be difficult to implement, would it be easier just to have slots 1-9 for each char stored in the .mzx file itself and let the swapping of .chr files only overwrite all the slot 0s for the chars?
This is not something to nag or write home about. Just a suggestion that could add a more editor-friendly approach to heavy use of animations of multiple chars without the need for char edit commands or sacrificing char real estate.
#838
Posted 09 June 2011 - 06:33 PM
Jeep Dragon, on 08 June 2011 - 05:22 PM, said:
(Lancer-X's version also has these kind of things but in an extremely crazy way. Or maybe it does not implement these things at all and I guessed wrong.)
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#839
Posted 09 June 2011 - 07:03 PM
ajs, on 07 June 2011 - 01:56 AM, said:
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#840
Posted 10 June 2011 - 06:37 PM
RyanThunder, on 17 April 2011 - 09:08 PM, said:
Any possible way to expand their maximum size in the future?
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.

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