MegaZeux: Game creation system released in 1994 and still being developed today
1–10 of 18 posts
Re: MegaZeux: Game creation system released in 1994 and still being developed today
#2It has a number of problems, but there are a few games with fairly active communities that are built on top of BYOND, like Space Station 13. [1]
Re: MegaZeux: Game creation system released in 1994 and still being developed today
#3Re: MegaZeux: Game creation system released in 1994 and still being developed today
#4 Overview of MegaZeux
...
As you may already know, MegaZeux is a game system which
allows you to play almost limitless worlds with
dated-yet-charming graphics and with excellent digitized music
and sound. Not only are there several MZX worlds out there
already, but new worlds are being uploaded to large websites
like DigitalMZX. However, the best feature of MegaZeux is the
World Editor.
Using the World Editor, ANYONE can create the world of their
dreams. Make it as simple or complex (well, almost), as easy
or difficult, as long or short as you please. We aren't just
talking about worlds made up of petty, pre-programmed enemies
and objects; MegaZeux has its own, easy-to-use PROGRAMMING
LANGUAGE called Robotic that allows you to create objects,
engines and worlds that do almost anything you desire. Not only
can you make your own game with the editor, but every world
MegaZeux can play can be opened in the editor. Take a look at
how other games tick!
For the newest user, it's recommended that you play Caverns,
the first ever MegaZeux game, to get the feel of simple yet
well-designed games in MegaZeux. You may wish to read the help
section entitled "Controls" to learn how to play MegaZeux.
If you're more adventurous, start with a more complex game like
Demon Earth or Bernard the Bard, or a prettier game like & or
Fritz Blitz to see what kind of graphics functions, bells and
whistles MZX can offer.
Once you have the feel for the game, feel free to dive into the
World Editor and get messy! You should probably read the help
section entitled "The World Editor" first.
To go to one of these sections now, hit Enter after aligning
the arrows with one of these choices. Press ESC now to exit to
the game.
[1]:https://en.wikipedia.org/wiki/ZZTRe: MegaZeux: Game creation system released in 1994 and still being developed today
#5Re: MegaZeux: Game creation system released in 1994 and still being developed today
#6There’s something about the programming model (“robots” so easily model people conversing and doing silly things) that allows you to just casually sketch out whatever’s in your head. That’s given rise to so many quirky, funny games for this system in a style that might never be made in any other context, except of course its predecessor ZZT. Dive into the archives and have fun.
The community, to my knowledge, still meets up yearly and also has impromptu hour-long game jams.
Re: MegaZeux: Game creation system released in 1994 and still being developed today
#7While I was doing BASIC and stuff before then, ZZT and MZX definitely pushed me along the programming path even more strongly.
Re: MegaZeux: Game creation system released in 1994 and still being developed today
#8Ahaha, I wondered if MegaZeux would ever make it to HN. Which one of us posted this? Been using MZX for 20 years. It’s what got me into programming. It’s a treasure. There’s something about the programming model (“robots” so easily model people conversing and doing silly things) that allows you to just casually sketch out whatever’s in your head. That’s given rise to so many quirky, funny games for this system in a s…
Re: MegaZeux: Game creation system released in 1994 and still being developed today
#9It's interesting to see some go on to bigger projects in programming (Gilead Kutnick aka Exophase) or music (Sai'ke, Emalkay), and animation (can't remember the name of who I'm thinking of for this one in particular, but he released some very well-made animations on Newgrounds before entering the industry).
MegaZeux has a built in language called Robotic that was basically a limited BASIC, but organized in entities called "robots". There were also graphical hacks that let developers adjust the appearance of the ASCII characters or change the color palette. There was a lot to it for the time.
The Day of Zeux, or "DoZ", was always a fun test where teams would organize and create a game in 24 hours based on a specific topic given by judges. My first entry humbled me pretty hard since I went into it cocky about my capabilities, but my teammates abandoned development and we came in dead last. I tried in a later year and my team then created a game about escaping from a prison, which even had multiple endings. We didn't win, but we were near the top that time.
If it wasn't for MegaZeux, I probably wouldn't be a full time developer today.
I hope college went well for RoSS. Also, long live Frozen Cow Industries