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About Gotos and MegaZeux Built-ins

#1 User is offline   zzo38 

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Posted 09 August 2008 - 06:01 PM

The apprentice uses it without thinking. The journeyman avoids it without thinking. The master uses it thoughtfully.

Caverns does not exhaust all of the possibilities of built-ins.
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#2 User is offline   Risu2112 

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Posted 09 August 2008 - 06:27 PM

View Postzzo38, on Aug 9 2008, 10:01 AM, said:

The apprentice uses it without thinking. The journeyman avoids it without thinking. The master uses it thoughtfully.

Caverns does not exhaust all of the possibilities of built-ins.


No, but Talon's Tale very well might have.

This post has been edited by Risu2112: 09 August 2008 - 06:28 PM

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#3 User is offline   Exophase 

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Posted 09 August 2008 - 06:39 PM

What is the purpose of this thread...
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Posted 09 August 2008 - 07:15 PM

Roses are red
Violets are blue
I use functions
And so should you
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#5 User is offline   zzo38 

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Posted 09 August 2008 - 08:04 PM

View PostRisu2112, on Aug 9 2008, 10:27 AM, said:

No, but Talon's Tale very well might have.

Even Talon's Tale doesn't. The game "Super ASCII MZX Town" does many new things with built-ins (and also with robots as well), but even that hasn't even half-way exhausted it.
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#6 User is offline   Terryn 

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Posted 09 August 2008 - 09:50 PM

zzo: Have you played the ZZT game Inhabitant?

Are you thinking about using built-ins like that, where they're less "used" but "exploited"?

Explain what you mean by "exhausts all of the possibilities of built-ins".
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#7 User is offline   zzo38 

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Posted 09 August 2008 - 10:23 PM

View PostTerryn, on Aug 9 2008, 01:50 PM, said:

zzo: Have you played the ZZT game Inhabitant?

Are you thinking about using built-ins like that, where they're less "used" but "exploited"?

Explain what you mean by "exhausts all of the possibilities of built-ins".

I didn't play the game "Inhabitant". I cannot find the download link on Google or Z2. Can you post a link, please? And then maybe I can answer your question(s) better
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#8 User is offline   Terryn 

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Posted 09 August 2008 - 10:32 PM

http://zzt.belsambar...s/i/INHBTNT.ZIP
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

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#9 User is offline   zzo38 

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Posted 09 August 2008 - 11:11 PM

View PostTerryn, on Aug 9 2008, 03:32 PM, said:

That game hardly makes any sense, but that is one way that you can use the built-ins in more ways. What I meant, however, was how in Super ASCII MZX Town I used built-ins and robots mixed. However, I do have one puzzle that uses only built-ins (actually there is 1 robot on that board, but it you don't need it to solve the puzzle), and it is very different than any other MZX puzzles I have seen. Other puzzles in there mix robots and built-ins in new ways.
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#10 User is offline   Exophase 

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Posted 10 August 2008 - 12:16 AM

I'm sure that there are creative ways to use builtins, but why would anyone bother when it's more straightforward and flexible to just use robots to accomplish what you want? I don't think people care that much about the novelty of how a game is implemented, they just want a quality game.
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#11 User is offline   zzo38 

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Posted 10 August 2008 - 12:34 AM

View PostExophase, on Aug 9 2008, 05:16 PM, said:

...... when it's more straightforward and flexible to just use robots to accomplish what you want?.......
Actually for what I am doing, it isn't.
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#12 User is offline   Exophase 

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Posted 10 August 2008 - 01:37 AM

View Postzzo38, on Aug 9 2008, 07:34 PM, said:

Actually for what I am doing, it isn't.


Then do whatever it is you're doing. The rest of us will continue doing things the sensible way.
~ 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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#13 User is offline   zzo38 

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Posted 10 August 2008 - 03:49 AM

View PostExophase, on Aug 9 2008, 06:37 PM, said:

Then do whatever it is you're doing. The rest of us will continue doing things the sensible way.
OK. You do it in the way which is sensible to you. But I think combination of built-ins and robots is the best way. I also think that a combination of gotos and structured programming is also the best way, it depend what program you wrote. Same thing with MegaZeux, it depend what game you made.
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#14 User is offline   Lachesis 

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Posted 10 August 2008 - 04:08 AM

This isn't ZZT. These days, in MZX, robots can do everything builtins can and more. I agree with Exophase, I'll stick to doing things the sensible way.

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#15 User is offline   weasel 

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Posted 10 August 2008 - 04:11 AM

I'm siding with Exophase on this one, but I would like to see what exactly it is that you're working on that would need to be achieved using builtins.
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#16 User is offline   zzo38 

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Posted 10 August 2008 - 05:27 AM

View PostKuroneko, on Aug 9 2008, 08:08 PM, said:

This isn't ZZT. These days, in MZX, robots can do everything builtins can and more. I agree with Exophase, I'll stick to doing things the sensible way.


Unfortunately, MZX robots are still too limited (not as limited as ZZT, but still limited), but so are built-ins. Robots can do a lot more stuff than built-ins, but not everything built-ins can do. See the "Super ASCII MZX Town" game you might see what I meant by that. And I think you can make the game how you want to, it is still good either way, as long as it is a good game. Some things need sensors to do it, but even combine a robot+sensor doesn't do everything! (Of course, built-ins also take up less memory and disk-space than robots do, but don't make a game entirely of built-ins!) There are also many properties of the built-ins (and robots) that many people don't recognize.

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I'm siding with Exophase on this one, but I would like to see what exactly it is that you're working on that would need to be achieved using builtins.

See http://zzo38computer...TO/ASCMZXTO.ZIP and select "Bomb puzzle" from the demo menu. That board has only a single robot on it, which isn't even used to solve the puzzle. There is no codes you can look at to help you to solve that puzzle. That puzzle just wouldn't work good with robots (regardless of any codes you might be able to look up to help you to solve it). Also try the "Inappropriate keys sold here" puzzle and the "Music is the key" puzzle, both of which use a combination of robots and built-ins to make up the puzzle. They just wouldn't work any other way.
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#17 User is offline   Risu2112 

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Posted 10 August 2008 - 06:18 AM

Super ascii mzx town was the least amount of fun I've had in mzx since Odell the mermaid.
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#18 User is offline   LogiCow 

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Posted 10 August 2008 - 07:11 PM

Technically, being Turing complete, robots can do anything built-ins do.


Also what the hell, I tried the bomb puzzle and it's impossible.

Edit: oh I get it explosions block transporters. I guess I had bad timing the two times I tried that.

This post has been edited by LogiCow: 10 August 2008 - 07:15 PM

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#19 User is offline   zzo38 

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Posted 10 August 2008 - 08:36 PM

View PostLogiCow, on Aug 10 2008, 11:11 AM, said:

Technically, being Turing complete, robots can do anything built-ins do.

That is not what turing complete is. Turing complete means that you can do any calculation a turing machine (or any computer) can do, but possibly slower. It has nothing to do with how well it can interact with things outside of their calculations.
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#20 User is offline   RoSS 

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Post icon  Posted 10 August 2008 - 09:35 PM

Built-ins can be made with turing machine logic;
robots can use turing machine logic;
hence, robots can do what built-ins do.
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#21 User is offline   Micah 

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Posted 11 August 2008 - 12:37 AM

Name one built-in that can't be replicated in robotic : /
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Posted 11 August 2008 - 01:17 AM

Bet you can't make a carpet with a robot...
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#23 User is offline   Micah 

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Posted 11 August 2008 - 02:38 AM

put c?? carpet p?? at x y
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#24 User is offline   zzo38 

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Posted 11 August 2008 - 04:41 AM

View PostMicah, on Aug 10 2008, 06:38 PM, said:

put c?? carpet p?? at x y

You can create a carpet in Robotic, but you can't be a carpet in Robotic. You can make a sensor act like a key, though. But still many things can't be done in Robotic (even with sensors).

This post has been edited by zzo38: 11 August 2008 - 04:41 AM

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#25 User is offline   weasel 

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Posted 11 August 2008 - 04:59 AM

View Postzzo38, on Aug 10 2008, 08:41 PM, said:

But still many things can't be done in Robotic (even with sensors).

Many useless things, more accurately. I can't see any reason to make a robot behave like a carpet.
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Posted 11 August 2008 - 07:24 AM

you can make a robot that checks if the tile has an object on top of it, and if it does not, shows the carpet's character there.
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Post icon  Posted 11 August 2008 - 07:51 AM

In my mind, there are two types of objects in megazeux: objects that do things and objects that lay there. Tigers, keys, doors, pushers, sliders, scrolls, and breakable walls, for instance, are objects that do things. Solids, floors, text, and webs, for instance, just lay there. Robots are, by nature, objects that do things, and in fact can either do or emulate well what almost every other do stuff object can do. It is unfair to ask a robot to just lay there since you have to go out of your way to do something that can be done with terrain-like objects-- and yes, you can make carpets in robotic, just when touched, change its position to somewhere offscreen or do whatever to make it disappear and put the player where the robot used to be, then wait until the player is no longer in the spot and teleport back.
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#28 User is offline   nooodl 

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Posted 11 August 2008 - 09:21 AM

View Postzzo38, on Aug 11 2008, 06:41 AM, said:

You can create a carpet in Robotic, but you can't be a carpet in Robotic. You can make a sensor act like a key, though. But still many things can't be done in Robotic (even with sensors).

color c0c
char '²'
end
: "touch"
lockplayer
playercolor is c00
color c1b
char ''
wait for 1
: "a"
if uppressed then "u"
if downpressed then "d"
if leftpressed then "l"
if rightpressed then "r"
wait for 1
goto "a"
: "u"
unlockplayer
playercolor is c1b
put player NORTH
color c0c
char '²'
end
: "r"
unlockplayer
playercolor is c1b
put player EAST
color c0c
char '²'
end
: "d"
unlockplayer
playercolor is c1b
put player SOUTH
color c0c
char '²'
end
: "l"
unlockplayer
playercolor is c1b
put player WEST
color c0c
char '²'
end

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#29 User is offline   zzo38 

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Posted 11 August 2008 - 03:21 PM

View Postnooodl, on Aug 11 2008, 02:21 AM, said:

color c0c
char '²'
end
: "touch"
lockplayer
playercolor is c00
color c1b
char ''
wait for 1
: "a"
if uppressed then "u"
if downpressed then "d"
if leftpressed then "l"
if rightpressed then "r"
wait for 1
goto "a"
: "u"
unlockplayer
playercolor is c1b
put player NORTH
color c0c
char '²'
end
: "r"
unlockplayer
playercolor is c1b
put player EAST
color c0c
char '²'
end
: "d"
unlockplayer
playercolor is c1b
put player SOUTH
color c0c
char '²'
end
: "l"
unlockplayer
playercolor is c1b
put player WEST
color c0c
char '²'
end

WRONG. There are a lot of things wrong with that. It only works in a small number of circumstances.
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#30 User is offline   zzo38 

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Posted 11 August 2008 - 03:22 PM

View PostRoSS, on Aug 11 2008, 12:51 AM, said:

and yes, you can make carpets in robotic, just when touched, change its position to somewhere offscreen or do whatever to make it disappear and put the player where the robot used to be, then wait until the player is no longer in the spot and teleport back.
The player isn't the only thing that can step on carpets.
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