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Messages - Kawa

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1
Newly redone backgrounds for the space station, now with a different renderer.


2
Consistency is king.

And Wendy is queen.

3
I said I'd fix the volume. I could've done better, but at least it doesn't get so loud it clips, if the waveform is any indication: new full soundtrack recording

4
SCI Development Tools / Re: Custom-building your own SSCI
« on: Yesterday at 07:11:50 AM »
Easy perhaps, but still ASM. Tch, we'll see.

5
You're a damn cheater, Phil.

6
Today I worked on the soundtrack for The Dating Pool. I found a pack of CC MIDI files, picked out the stuff I could use, and mutilated it all into something that'd sound good on MT-32 and your average Windows 7 setup alike.

So here's a full recording featuring part of the Nurykabe MIDI 01 pack by Morusque, and five songs from three H-games that are already in the demo.

You'll notice that "Alhor's Theme" (actually track 2 from Nineteen) has an extra track now to go with the improved instrumentation. Had the silly thing set to channel 1.

It wasn't until I checked the waveform view while trimming the ends that I noticed a couple tracks are particularly loud, almost all of them the old H-game rip songs. Tomorrow, I'll adjust them to better match the Nurykabe songs.

The time right now is 23:53, I'm off to sleep read pony stories in bed, then sleep.

7
Rendered the other FMV clip as I said I would. Somehow, a clip that's ten frames longer than the other one took three hours less. Made a cutscene version of the player's apartment (read: the back wall and ceiling aren't slanted and things aren't scaled weirdly for perspective reasons), and have been considering every now and then to try and port SSCI to SDL or something.

I probably won't. Too much ASM to rewrite.

The other idea I have regarding SSCI is to give it another pass and standardize the variable types; instead of void KFoo(word* args) {...} (or void KFoo(args) argList; {...} as it used to be) it'd be something like, well, void KFoo(kernelArg args) {...} or maybe even straight-up KERNEL(Foo) {...} see if I don't. Stuff like that, at any rate.

8
The time is 03:06 AM and I just shut down my laptop after five hours of rendering a 30 frame animation for the full version of The Dating Pool. Tomorrow, or rather in a couple hours I will run a batch process I've prepared earlier to grade and palettize the frames and make a SEQ clip out of it with a relevant tool I made and released some time ago.

Then I will make another, most likely.

9
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: April 18, 2017, 04:24:44 PM »
Quote from: Steam chat
Kawa: http://i.imgur.com/MytZOwb.png using my new "set custom title bar colors" kernel call, too!
Kawa: Plus, all the items have a name property set so it uses that instead of their object names, like "keyRing".
Kawa: Also cleaned out all the (use ...) lines on the room scripts.
Kawa: ...dumb idea: write the done button in the item cheat window in Felinese.
Letrune: Yeeees, do so! :3
Letrune: And do the NAMES in felinise if you cheat! :D
Kawa: You mean, specify and print the item names in felinese?
Kawa: I COULD...
Letrune: If you cheat, at least know felinise... :3
Kawa: Haaah
Kawa: http://i.imgur.com/ZCf158U.png then?
Letrune: Yes. :3

Tiny typo in the keyring name, but what can you do?

10
SCI Development Tools / Re: Custom-building your own SSCI
« on: April 16, 2017, 04:02:13 AM »
Palette adjustments like that, without using floats? Should be fun. And you could always use some defines in your PalVary call to identify the targets.

Anyway, here's a control renderer that listens to the back and color properties. Normally it only cares about text and font.

Shown here on a one-pixel bevel window. Where and how these colors are set is up to you.

11
SCI Development Tools / Re: Custom-building your own SSCI
« on: April 14, 2017, 11:14:51 AM »
Why overload when you can extend, right?

12
SCI Development Tools / Re: Custom-building your own SSCI
« on: April 14, 2017, 09:27:28 AM »
New kernel call, so as to not foul up what's already there:

(Kawa 0 {...}) wraps DoAlert(), basically.
(Kawa 1 [from] [to]) inverts the specified range in the palette. Here's (Kawa 1 0 63).
(Kawa 2 [back] [text]) sets the title bar color of the uncustomized system window. To wit.
(Kawa 3) returns 1 if we're running a debug terp. Might extend this to &2 if we have menu bar support, I dunno.


13
SCI Development Tools / Re: Custom-building your own SSCI
« on: April 14, 2017, 04:15:31 AM »
If the cel drawing routine is ASM, I'm not going there.

Edit: phucking fone

14
SCI Development Tools / Re: Custom-building your own SSCI
« on: April 13, 2017, 07:59:15 PM »
I've been going through the code, fixing warnings and mildly updating formatting style -- it's full of old-style function definitions with the types listed separately -- and I'm wondering what kind of features could feasibly be added.

So far I've got that palette inversion thing, (RemapColors rcZAWARUDO [range]), which needs more testing, and an optional fourth arg for DisplayPic to control transition speeds, confirmed to work on dsOPEN_CHECKBOARD and dsOPEN_FADEPALETTE (names from memory because lolphone).

Phil has suggested:
* Savegame thumbnails, though I've no idea where to even start, plus there's the whole palette thing.
* Masked sprites.
* Coroutines, so very likely.

15
AGI Development Tools / Re: WinAGI is Back
« on: April 13, 2017, 06:09:27 AM »

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