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Feature requests thread Post your stupid crap here

#91 User is offline   Spectere 

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Posted 03 July 2005 - 01:25 AM

Pyro1588, on Jul 2 2005, 09:03 AM, said:

nor did i. was he talking about the repeated copy block where you press ctrl+dir?

Well, you know how some commands require x/y coordinates? Basically, on those commands you could press a function key (or whatever) and it would display the current board. You could then move the cursor around and select what you wanted rather than doing it outside of the robot editor. You dig?

It's a shame it would be hard to implement -- that's a pretty good idea.

This post has been edited by Spectere: 03 July 2005 - 01:25 AM

:)
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#92 User is offline   Castlevania 

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Posted 03 July 2005 - 07:24 PM

Yes, that is very good idea.

Here is another suggestion...

Now that the char editor can be expanded, it would be nice if there was a faint grid on it that outlines each char you are currently editing.
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#93 User is offline   Exophase 

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Posted 03 July 2005 - 10:44 PM

emalkay, on Jul 3 2005, 02:24 PM, said:

Yes, that is very good idea.

Here is another suggestion...

Now that the char editor can be expanded, it would be nice if there was a faint grid on it that outlines each char you are currently editing.

It can't be done in pseudo-text mode.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
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#94 User is offline   Castlevania 

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Posted 03 July 2005 - 11:24 PM

You can't even use colour? So you would have a checkerboard effect, rather than lines.
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#95 User is offline   Nedemai 

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Posted 03 July 2005 - 11:26 PM

I just thought of something that has been bothering me for awhile, I should ask about this first... but meh, I know it will at least get resolved here....

is there a way to check if a certain grid coordinate has a certain overlay block there such as using something like;

 if c?? overlay p?? "randomx" "randomy" "label" (code that does not work at all)


or is anything to that extent available or possible MZX? If not could it possibly be added at all?
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#96 User is offline   Exophase 

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Posted 04 July 2005 - 12:05 AM

emalkay, on Jul 3 2005, 06:24 PM, said:

You can't even use colour? So you would have a checkerboard effect, rather than lines.

Maybe in non-SMZX mode, but in SMZX mode, not really.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#97 User is offline   Dr Lancer-X 

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Posted 04 July 2005 - 09:25 AM

Nedemai, on Jul 3 2005, 06:26 PM, said:

I just thought of something that has been bothering me for awhile, I should ask about this first... but meh, I know it will at least get resolved here....

is there a way to check if a certain grid coordinate has a certain overlay block there such as using something like;

 if c?? overlay p?? "randomx" "randomy" "label" (code that does not work at all)


or is anything to that extent available or possible MZX? If not could it possibly be added at all?

are overlay_x, overlay_y, overlay_color and overlay_char not good enough for you?

set "overlay_x" 5
set "overlay_y" 5
if "overlay_color" = 15 "dostuff"


well, if you don't want to use those you could always
copy overlay block 5 5 1 1 "#0" "#0"
if "vco0,0" = 15 "dostuff"

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#98 User is offline   Pyro1588 

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Posted 04 July 2005 - 02:48 PM

yeah, i could definately go for a "if c?? 'X' overlay x y" command. i found out in the middle of programming a game that it didn't exist. i had always assumed that such a command would exist, so i was surprised and had to do the copy overlay block workaround.
<Tox> bah. I may as well give in and shop australia. D:
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
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#99 User is offline   Dr Lancer-X 

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Posted 06 July 2005 - 05:05 AM

again, WHAT is wrong with overlay_x, overlay_y, overlay_char and overlay_color? If you have a problem with them, TELL US, don't just sullenly use your workarounds because you don't like them
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#100 User is offline   Pyro1588 

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Posted 06 July 2005 - 11:14 AM

multiple robots can't use them at the same time. that's the problem i had.
edit: i'd be fine with having robotid.overlay_x, just so long as there's something so that multiple robots can do it at the same time.

This post has been edited by Pyro1588: 06 July 2005 - 11:16 AM

<Tox> bah. I may as well give in and shop australia. D:
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
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#101 User is offline   Dr Lancer-X 

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Posted 06 July 2005 - 11:35 AM

multiple robots CAN use it at the same time, providing they are done atomically

you simply need to reupdate overlay_x and overlay_y each cycle the overlay_char and overlay_color commands are used!
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#102 User is offline   Castlevania 

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Posted 20 July 2005 - 11:49 PM

The Alt+M modify command is pretty pointless, I think it should be like MZX 1's modify command where you could edit char properties underneath objects. It really is quite handy.
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#103 User is offline   Stylus 

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Posted 26 July 2005 - 06:06 AM

How about being able to select [ "This text." in the robot editor and select a color from a list? Just like a word processor?
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#104 User is offline   Lachesis 

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Posted 26 July 2005 - 06:16 AM

I am sure this has been asked about a million times, but is it possible to stack commands on top of each other? Like, back in ZZT, where you could "#if not green key #if red fake #take gems 50"? I doubt it, but I think it is worth an ask.
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#105 User is offline   Dr Lancer-X 

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Posted 26 July 2005 - 06:24 AM

Not with the current bytecode--not that you need to with subroutines now.

You will be able to do something like that with exotic though
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#106 User is offline   Revvy 

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Posted 26 July 2005 - 01:26 PM

Stylus: Do you mean adding color codes into text? Use ~ and @ in the string to do that.

Kuroneko: You can stack if conditions using bitwise operators like so
if "((&greenkey&=1)a(&redfake&=0))" = 1 "dostuff"


I mean, that probably won't work because I've completely forgotten the syntax for expressions, having not touched mzx for months, but apart from my syntax glitches it should work.
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#107 User is offline   Exophase 

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Posted 26 July 2005 - 03:58 PM

There's also "conditional arithmetic" that has become strangely common in MZX games... stuff like:

dec "gems" "(('green key' x 1) a 'red fake' * 50)"

I don't really do things like this myself though. This particular form only works for addition and subtraction.

Revvy: Your syntax is fine, although it's an uncommon alternate form.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#108 User is offline   Superfunk 

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Posted 26 July 2005 - 04:21 PM

Here's a feature request: An undo button for the world editor.
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#109 User is offline   Frobozz 

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Posted 26 July 2005 - 06:51 PM

funkbrat, on Jul 26 2005, 11:21 AM, said:

Here's a feature request: An undo button for the world editor.

Meh - that's been asked for in the past. Exophase will just tell you to use the auto backup feature he plopped into the editor. :p

This post has been edited by Frobozz: 26 July 2005 - 06:51 PM

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#110 User is offline   CJA 

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Posted 26 July 2005 - 07:39 PM

Multiple character buffer (which probably isn't the right term for this):

You can press F2, and select a slot for the current character to go in.
Then press F3, and select the slot to copy the character from.

Because I hate "juggling" characters in the editor.
Need a dispenser here.
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#111 User is offline   Pyro1588 

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Posted 26 July 2005 - 10:19 PM

wait, does 'a' work just as plain old "and" in an expression? i never used it because the counter list said something about "bitwise" and i had no idea what that meant.
<Tox> bah. I may as well give in and shop australia. D:
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<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
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<wervyn> Go away! I'm writing the same engine I always do!
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#112 User is offline   Revvy 

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Posted 27 July 2005 - 02:28 PM

Pyro, it's a bitwise and, which means that it masks off bits of a value and gives the result. In this case, yes, it can be used just as "and", as long as you have it in the form seen above.
<+AFK> Bringing whisky to my mother is like irrigating a lake.

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<dormando> stop that

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#113 User is offline   Pyro1588 

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Posted 28 July 2005 - 02:56 AM

huh, i usually just do something like 'if "(('a'=1)+('b'=2))" = 2 then "blah"' or something like that because that logic stuff confuses me.
<Tox> bah. I may as well give in and shop australia. D:
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
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#114 User is offline   RoSS 

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Post icon  Posted 28 July 2005 - 05:40 AM

You could also use +'s for ORs, *'s for ANDs, and check to see if the result =0 or != 0.
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#115 User is offline   Dr Lancer-X 

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Posted 30 July 2005 - 02:17 AM

I just use the and / or stuff out of habit..
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#116 User is offline   Koji 

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Posted 30 July 2005 - 07:57 AM

dude, and, and or functionality is easy... just type the first leter.

if "(('rawr'>0) a ('rawr'<2))" then "0<rawr<2"

it's not that hard.

Basicly when you talk about bitwise functions, you can use them as logicals, so long as you put the items compared into a logical syntax (that equate to 1 or 0)

like ('this' = 'that'), ('this'>'that'), ('this'<'that'), ('this'!='that), or some mixture of thoes. So long as they equate to 1 or 0 in the end, you can use them along with another to make a logical comparison.

if "(('rawr'>0) a ('rawr'<2))" = 1 then "0<rawr<2"

So, if rawr is more than 0 and greater than 2 then 0<rawr<2!

I don't think you should add functionality that's already there.
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#117 User is offline   Pyro1588 

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Posted 30 July 2005 - 10:51 PM

ah. that makes more sense. thanks, koji!

and yes, i am stupid for not knowing that.
<Tox> bah. I may as well give in and shop australia. D:
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
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#118 User is offline   Game master pro 

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Posted 16 August 2005 - 10:25 AM

I think you should be able to put commant on the same line as code like in C or something

int main() // tis some thing


but you can't go

: "main" . "tis some thing"


you would have to go

: "main"
. "tis some thing"


it would be cool if you could do that.

edit: i'm just saying it would be cool, but i don't really care

This post has been edited by Game master pro: 16 August 2005 - 10:56 AM

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#119 User is offline   RoSS 

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Post icon  Posted 16 August 2005 - 10:45 AM

As it stands right now, this would NOT work in MZX and is a pretty trivial thing to be asking for, anyway.
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#120 User is offline   Koji 

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Posted 16 August 2005 - 06:59 PM

Agreed! *stomps on GMP's hopes and dreams*
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