D
Dengar
Guest
unnamed zzt inspired project: VERSION 2 (easier to use)
this project is highly inspired by zzt. Its completely tile based and has its own interpreted programming language along with its own game loop so you can program tiles and then play it.
there is no pre-made game yet, just testing out what can be made. everything you should need is below, so let me kno what you think and how it goes.
The concept: the concept of this project is to have a game with an editor that will allow you to create games using a simple language.
however you wont be able to create stand alone games so this is more level editor than a tru game maker.
there are plans to have an online database that you can upload/download games that other ppl have made.
The genre: The genre would be adventure and/or puzzle.
DOWNLOAD LINK: http://www.mediafire.com/download/7hf7b698u55ija8/Project_zzt_v2.exe
in this demo you have 6 rooms and can draw 120 tiles in each room.
My goal is not to copy zzt but keep that "just draw and type" feeling.
artwork is placeholder but very close to the style thatl be used.
theres probably a lot of information im leaving out but id realy like some feedback on whats been created sofar.
Also id like some suggestions on what commands i should add to make the language better yet still keeping it simple.
Update Notes: ive updated the information on this project.
also the save/load system is a lot smoother and the code is abit simpler suchas you nolonger need to use "end of code" symbols and you don't have to save individual tile code anymore, now you just save the room.
Also, the save data from version1 will not work with version2. but the issues with the save/load system have been fixed.
And finaly if you write a kool piece of code, please share. i want this language to be versatile yet still bound to the type of game it is(2d adventure). so if you figure out something kool or have a suggestion to make it better then please share
this project is highly inspired by zzt. Its completely tile based and has its own interpreted programming language along with its own game loop so you can program tiles and then play it.
there is no pre-made game yet, just testing out what can be made. everything you should need is below, so let me kno what you think and how it goes.
The concept: the concept of this project is to have a game with an editor that will allow you to create games using a simple language.
however you wont be able to create stand alone games so this is more level editor than a tru game maker.
there are plans to have an online database that you can upload/download games that other ppl have made.
The genre: The genre would be adventure and/or puzzle.
DOWNLOAD LINK: http://www.mediafire.com/download/7hf7b698u55ija8/Project_zzt_v2.exe
in this demo you have 6 rooms and can draw 120 tiles in each room.
My goal is not to copy zzt but keep that "just draw and type" feeling.
artwork is placeholder but very close to the style thatl be used.
theres probably a lot of information im leaving out but id realy like some feedback on whats been created sofar.
Also id like some suggestions on what commands i should add to make the language better yet still keeping it simple.
an online database where ppl can upload/download games made by other people.
animated tiles
smaller save files (there silly big right now)
more rooms/multiple game worlds
a debug system that will check code for errors
more tiles on the tilesheet (only half the sheet is used right now) not sure what tiles to use
animated tiles
smaller save files (there silly big right now)
more rooms/multiple game worlds
a debug system that will check code for errors
more tiles on the tilesheet (only half the sheet is used right now) not sure what tiles to use
there are a few known bugs.
the 116th tile, im having a weird issue with the 116th tile ghosting once hes been drawn. meaning his image will appear in other rooms.
the 116th tile, im having a weird issue with the 116th tile ghosting once hes been drawn. meaning his image will appear in other rooms.
//controls
left mouse click or drag - creates/selects tiles ( also selects which tile to draw from tile pallet at bottom)
right mouse click destroys/erases tiles
click a tile to select it and just start typing code.
enter button - adds the current line to the codebox
backspace - erases characters
the save button will save the current room to the game file.
the room number buttons change which room is displayed.
the play/edit button changes wether ur in edit mode or play mode.
in edit mode you can also use the arrow keys to move the textbox. its very rough but it works, this allows you to see those long "random" commands.
left mouse click or drag - creates/selects tiles ( also selects which tile to draw from tile pallet at bottom)
right mouse click destroys/erases tiles
click a tile to select it and just start typing code.
enter button - adds the current line to the codebox
backspace - erases characters
the save button will save the current room to the game file.
the room number buttons change which room is displayed.
the play/edit button changes wether ur in edit mode or play mode.
in edit mode you can also use the arrow keys to move the textbox. its very rough but it works, this allows you to see those long "random" commands.
program commands
name _________ //this is the tiles name and must be the first line of code if used. not all tiles need names.
message ____ _____ //this sends a message to another tile. put the tiles name in first blank, and put the message in the second. example "message boss attack"
sword ________ //put a direction in the blank up down left right. collisions work but no graphics
bullet ____________ //same put a direction to shoot in the blank. collisions down work yet.
move ____________ //same put a direction to try to move. if blocked it'll trigger collisions
random ________ or ________ put separate commands in the blanks and the program will randomly choose one of them to execute. can use upto 4 commands.
score _________ //changes built-in variables (health,score,sword,bullet) put the score variable and the amount to adjust it. example "score score +100" or "score +1 sword"
destroy //this command destroys the current tile
tile _______ //changes what tile is being drawn. put the number of the tile you want to change to in the blank. these are the small purple numbers on the tile pallet at the bottom of screen
print _________ //this prints a message to the bottom of the screen.
alarm __________ //each tile has 1 timer, put the number of game cycles in the blank. game cycles every 30 seconds.
room ______ ____ ____ //this changes the room and moves the selected tile to the new room. put tiles name in first blank, then room number your going to in the second blank, and the door number in the third blank.
door _____ //this command is in the room your moving too and controls where the moved tile will appear at in the new room. put a number in the blank that connects to the room command.
if start //this code will only run once at the beginning of the game
if message ________ //put the message to check for in the blank. runs code if that message is received
if collision ___________ //(put "tile name", "sword", or "any" in blank) runs code if the tile has had a collision with specified tile.
if key _____ //this checked key presses, put a key in the blank to check for, these can be letters or up, down, left, right, for the direction arrows.
if score _____________ // this checks the in-built variables health,score,sword,bullet. use symbols = < > example "if score health > 20"
if alarm //this runs code when the set timer reaches 0.
else //pretty self explanatory
put an empty line after if statements to end them.
^ end of code symbol. these are not needed anymore but can still be used to end a code early.
"directions can be up,down,left,right,tiles_name (tile_name will give you the direction of the named tile) ,or facing (facing is the last arrow key pressed)."
an example of code would be:
//this is a basic movement example
//example of slow random npc movement using alarms to create a loop
name _________ //this is the tiles name and must be the first line of code if used. not all tiles need names.
message ____ _____ //this sends a message to another tile. put the tiles name in first blank, and put the message in the second. example "message boss attack"
sword ________ //put a direction in the blank up down left right. collisions work but no graphics
bullet ____________ //same put a direction to shoot in the blank. collisions down work yet.
move ____________ //same put a direction to try to move. if blocked it'll trigger collisions
random ________ or ________ put separate commands in the blanks and the program will randomly choose one of them to execute. can use upto 4 commands.
score _________ //changes built-in variables (health,score,sword,bullet) put the score variable and the amount to adjust it. example "score score +100" or "score +1 sword"
destroy //this command destroys the current tile
tile _______ //changes what tile is being drawn. put the number of the tile you want to change to in the blank. these are the small purple numbers on the tile pallet at the bottom of screen
print _________ //this prints a message to the bottom of the screen.
alarm __________ //each tile has 1 timer, put the number of game cycles in the blank. game cycles every 30 seconds.
room ______ ____ ____ //this changes the room and moves the selected tile to the new room. put tiles name in first blank, then room number your going to in the second blank, and the door number in the third blank.
door _____ //this command is in the room your moving too and controls where the moved tile will appear at in the new room. put a number in the blank that connects to the room command.
if start //this code will only run once at the beginning of the game
if message ________ //put the message to check for in the blank. runs code if that message is received
if collision ___________ //(put "tile name", "sword", or "any" in blank) runs code if the tile has had a collision with specified tile.
if key _____ //this checked key presses, put a key in the blank to check for, these can be letters or up, down, left, right, for the direction arrows.
if score _____________ // this checks the in-built variables health,score,sword,bullet. use symbols = < > example "if score health > 20"
if alarm //this runs code when the set timer reaches 0.
else //pretty self explanatory
put an empty line after if statements to end them.
^ end of code symbol. these are not needed anymore but can still be used to end a code early.
"directions can be up,down,left,right,tiles_name (tile_name will give you the direction of the named tile) ,or facing (facing is the last arrow key pressed)."
an example of code would be:
//this is a basic movement example
Code:
if key right
move right
if key left
move left
if key up
move up
if key down
move down
//example of slow random npc movement using alarms to create a loop
Code:
if start
alarm 1
if alarm
random move up or move down or move left or move right
alarm 5
Update Notes: ive updated the information on this project.
also the save/load system is a lot smoother and the code is abit simpler suchas you nolonger need to use "end of code" symbols and you don't have to save individual tile code anymore, now you just save the room.
Also, the save data from version1 will not work with version2. but the issues with the save/load system have been fixed.
And finaly if you write a kool piece of code, please share. i want this language to be versatile yet still bound to the type of game it is(2d adventure). so if you figure out something kool or have a suggestion to make it better then please share
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