Feature requests thread Post your stupid crap here
#841
Posted 10 June 2011 - 06:55 PM
#842
Posted 10 June 2011 - 07:12 PM
Anyway, fixing the infinite ASK loop is easy: when you're holding ESC, make the "Quit playing?" prompt ignore ESC key presses until the user releases ESC. My interfaces IN MZX have been doing things like this for years
of course this depends on my memory being correct about holding ESC when stuck in a message box loop bringing up the Quit playing? prompt
This post has been edited by Lachesis: 10 June 2011 - 07:33 PM
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
#843
Posted 10 June 2011 - 07:31 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.
#844
Posted 10 June 2011 - 09:17 PM
I actually like both ideas you guys mentioned as well. Control and Break as also far away from eachother on the keyboard... we be rare that they would accidentally get hit together.
Lachesis, idea is good too. You mean so like if I'm holding ESC and the quit box appears i could hit yes while holding ESC?
This post has been edited by T-Bone: 10 June 2011 - 09:20 PM
#845
Posted 10 June 2011 - 11:23 PM
T-Bone, on 11 June 2011 - 07:17 AM, said:
It jumps to the 'no' label. Anyway, this still has the problem of it not being easy to get out of a deeply nested game loop. The cleanest thing I can think of is to use setjmp/longjmp to set an exit point on testing and jump to it if an abort sequence is typed at any event loop.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#846
Posted 14 June 2011 - 11:06 PM
<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
#847
Posted 15 June 2011 - 02:40 AM
This doesn't fix the issue, anyway, it just means you'd have to hold down a different key to attempt to break from the infinite menus. The issue that needs fixing is the ESC menu's rather stupid behavior of closing immediately when you press ESC (defeats the purpose in situations like this). I'd have it delay paying attention to ESC keypresses until it's sure the repeat delay is over, and then wait until it's sure ESC has been released before allowing ESC to actually do anything. Alternatively, don't let ESC close the ESC menu at all
As for busyloops, implement the above fix and additionally cap COMMANDS at 20,000,000 or something. For most people, any settings higher than this will be like waiting a cycle or more anyway
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
#848
Posted 15 June 2011 - 04:03 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#849
Posted 15 June 2011 - 04:06 AM
edit: I'm not sure that's ever happened to me, most of the unescapable busyloops I run into when playing other peoples' games are due to MZX bugs
This post has been edited by Lachesis: 15 June 2011 - 04:09 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
#850
Posted 15 June 2011 - 11:17 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#851
Posted 15 June 2011 - 01:22 PM
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
#852
Posted 18 June 2011 - 11:09 PM
#853
Posted 18 June 2011 - 11:49 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#854
Posted 19 June 2011 - 12:23 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
#855
Posted 22 June 2011 - 08:38 PM
#856
Posted 22 June 2011 - 09:04 PM
My suggestion is to require pressing ESC to close the quit dialogue - i.e. it won't close if you're holding ESC down

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#857
Posted 22 June 2011 - 09:52 PM
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
#858
Posted 23 June 2011 - 01:19 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#859
Posted 23 June 2011 - 01:56 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
#860
Posted 26 June 2011 - 12:23 AM
- Fix the bug where Sharks and Fish do not go around in goop
The following should be done as a additional MZX element:
Centipedes: another base off ZZT, Hard to make in robotics!**
** I think that since Lyon is coming to windows with source code, that I must not do MZX anymore if it is not going to happen, but I (or we) can take it and fork it as much,
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!)
#861
Posted 26 June 2011 - 01:07 AM
#862
Posted 26 June 2011 - 01:12 AM
The aforementioned shark goop bug has already been noted and fixed. Fish didn't move in goop beforehand, so that's not going to be addressed.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#863
Posted 26 June 2011 - 02:19 AM
Terryn, on 25 June 2011 - 06:12 PM, said:
Ok, So Testing it right now
I know centipedes are not going to be easy, But wanted to port a few ZZT games, the problem is with support for centipedes in robotics never work properly!
That is all,
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!)
#864
Posted 26 June 2011 - 07:44 AM
edit: The flaw of every single robotic implementation of centipedes to date is that everybody tries to make them physically robot-based. A single off-screen controller robot with overlay-rendered segments would at least be able to interact with terrain (default bullets would pass through unless you feel like littering the ground with spaces, but why are you using default bullets), the player, and other robot-based enemies. You'd assign each segment to part of a chain at runtime and process segments from the start of the chain downward every cycle, breaking the chain when the player walks into it or shoots it.
edit 2: on second thought, you might be able to hack in default bullet interaction by dumping non-mobile single-shot built-in enemies beneath the segments and checking for their presence the next cycle, but I don't know how well this would work in practice.
This post has been edited by Lachesis: 26 June 2011 - 07:54 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
#865
Posted 16 July 2011 - 02:51 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
#866
Posted 16 July 2011 - 04:49 AM
1) Storing it in a global counter or something, but then you could just store the name in a global string too
2) Iterating through robot IDs, and in that case you should probably be storing the objects in memory and iterating through them in a single controller robot.
Please read the robotic manual before posting requests
--POINT OF ADVICE--
Requests work better when you aren't like "WHY THE HELL ISN'T IT THE WAY I WANT IT TO BE I'M ENTITLED HERE"
This post has been edited by Lachesis: 16 July 2011 - 04:58 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
#867
Posted 17 July 2011 - 07:20 AM
Lachesis, on 16 July 2011 - 12:49 AM, said:
fffffff12
I didn't notice it, as it was listed under string counters and #mzx is dead.
<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
#868
Posted 17 July 2011 - 03:07 PM
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
#869
Posted 23 July 2011 - 04:16 PM
mod "music/basket.mod" . "ugly" set "$MUSIC" "music/" mod "&$MUSIC&basket.mod" set "MOD_PATH" "music/" mod "basket.mod" set "MOD_PATH" "&$userDefinedSoundtrack&" mod "basket.mod"
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
#870
Posted 23 July 2011 - 04:43 PM

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

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