Domain: zzt.org
Stories and comments across the archive that link to zzt.org.
Comments · 8
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this could work...
...but only of done right.
Of course you need to have your corporate sponsored shows showing off the latest and greatest.
But it would have to be balanced. There would have to be shows dedicated to the grassroots community. Maybe shows about the history of gaming (like an A&E 'Biography' but showing the 'Biography' of different games)
If there were a variety of shows like that, the channel might actually be worth watching. -
Re:ZZT OOP language
In order to help you destroy your productivity:
http://www.zzt.org/ -
Re:Bias
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PC Speakers vs. Ringtones.
I work with a Game Creation System called ZZT, designed by the now-famous Tim Sweeney of Epic Games in 1991. It utilizes a PC speaker ingame, and I've become rather well-known in the community for composing/converting songs to the PC speaker format.
I have, on occasion, converted songs such as the Bubble Bobble theme. As you're likely aware of, the PC speaker can play one tone at a time, not dissimilar to these mobile phones. Hence, the question is asked: am I [and others] who has and still do develop for the PC speaker format guilty of copyright infringement? The logic in the music industry's concept is absolutely maddening.
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ZZT!
On a more serious note, I would have to say Pascal(now called Delphi). If for no other reason than that I was programming in it when I was six. It's a very verbose language, which is good for beginners, and most of Borland's documentation is quite good and actually useful. At least, it was for me when I had TP5.
The best way is still to read already written examples (preferably small ones) and to let them decipher each part, to see how and why it works. Pascal's verbosity makes this easy.
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Re:Other reasons to idolize Tim SweenyOh, man, that is so *cool*... too bad the 3D block graphics kinda ruin the better 3D graphics to be represented as colored ASCII art.
:) I'd much rather see something that just makes proper use of 2D graphics... xterm et al are likely out of the question, since DOS ASCII is such a vastly different encoding from anything used in most modern terminals, but graphic tile rendering could easily enhance the quality of ZZT, much like xnethack/gtknethack.Oh, zzt.org is pretty cool too. PlanetQuake meets ZZT. I like.
:) (How long do you think it'll take for some PlanetQuake junkie to "discover" ZZT like when Scorched Earth suddenly became the ultra-trendy Quake scene kr4d-31337 g4m3 0f th3 m0nth? :)
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"'Is not a quine' is not a quine" is a quine. -
ZZT engine workalikes
Yes, we've been working on ZZT engine workalikes for some time now. I've done a good bit of work on the subject. In my document The ZZT File Format, I have a lot of detailed information for anyone interested in working with ZZT files.
I've also been working on various other ZZT projects. I see JZig has pointed out my attempts at combining OpenGL and ZZT (he missed a picture). I dunno how well this will work out due to performance issues -- it's a lot more polygons than you think in those ZZT screens :) Part of this has been my ever-evolving libzzt, which is almost working now.
If you're interested in helping development (or any other slashdaughters for that matter), I could eventually clean this stuff up and put it up on sourceforge...
The other ZZT clone project of note is ZZT++, a C++ reimplementation of ZZT. It's very DOS centric, but the source is GPLd, so it doesn't have to stay that way. See zzt.org for general ZZT info and news (or trap.cx/zarchive since zzt.org seems not to be resolving)
That enough ZZT info for you? :)
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Re:Tim Sweeney, he's a good guy.
I saw "Tim Sweeney" and spent half an hour trying to think of ZZT. Thanks. I played World of ZZT to no end back in the day when you could get shareware mailed to your house on 5.25 floppies. If you let your shareware postage subscription run out, you can download all those old ZZT games at zzt.org