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Messages - troflip

Pages: [1] 2 3 ... 93
1
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 10:15:43 PM »
The beginning of it inside of the cabin reminded me of Farm Nightmare. I have not had a lot of time to play more than just a few minutes, but looking good.

Haha, it does a bit. I think for Farm Nightmare I swiped a background from one of the Quest for Glory games or something. This time I made it from scratch.

2
Everything-Else / Re: The Witness
« on: May 21, 2017, 10:00:31 PM »
I liked it a lot, but not as much as Braid. Might have been just because I had my hopes set too high (or maybe I remember Braid as being better than it was).

3
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 06:37:06 PM »
Yeah, I figured out the points issue. I'll upload a fix tonight.

I'll also look at the bug with the picture frame. Someone who playtested it ran into that, but I hadn't been able to repro it.

And you did reach the proper ending. That was intentional (it wasn't because I ran out of time). Well, I guess I wanted a bit more of a cutscene at the end, but...

4
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 06:04:15 PM »
Hmm, a person on twitter reported they finished with 84 points, and I thought that was really low. I wonder if I have some bugs in the scoring. By my calculation, if you only do the mandatory stuff, you should end up with 118. That's a pretty big discrepancy, maybe I'll go see what's up with that...

5
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 05:50:30 PM »
I did run into times where I knew what to do, just not how to orchestrate it - but that's to be expected.

The bane of any parser-based game, and unfortunately it can best be addressed by lots of playtesting, which is a bit of a luxury during a game jam. I only got about 2 hours worth of other people playing the game before submitting it.

I have a system to log input that gets bad responses and send the data to me, but I disabled it in the version I upload. Worried about privacy issues, and I didn't have time to make it opt-in. Plus I wouldn't really have the opportunity to make improvements anyway.

6
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 01:46:42 PM »
Feel free to tweet me a question and I'll give a hint (or ask here).

7
Ah, yeah, I was thinking you could just switch the (User alterEgo?) property to one of two different ego instances. That would handle the inventory without any extra work I think, but then you'd need to be really careful everywhere in your code to use gEgo (when it's always specific to the first ego) vs gOtherEgo (when it's for the other ego) vs (User alterEgo?) (when the code applies to the one the player is currently controlling). Might be difficult/tedious to get right.


Sierra Script is the new version of the syntax supported by SCI Companion 3. It's what we should be posting here so as not to confuse new users. I converted it to Sierra Script for you:

Code: [Select]
;;; Sierra Script 1.0 - (do not remove this comment)

; Ego-Switching Region
; by Ryan Slattery
; Originally Designed For Betrayed Alliance Book 2

(script# 205)
(include sci.sh)
(include game.sh)
(use Controls)
(use Cycle)
(use Feature)
(use Game)
(use Main)
(use Obj)

(public
egoSwitchRegion 0
)

(local
myEvent ; Used in the Doit method to track the mouse over the switch button
buttonOpen =  0 ; Used so that the Doit method doesn't send constant signals cancelling the button animation
roomToggleNumber ; Intermediary variable allowing the change of gSwitchedRoomNumber before calling gRoom:newRoom command
[characterXYToggle 2] = [0 0] ; Intermediary variable allowing the change of posn before asigning new gPrevXY variables
itemIteration
; Used to switch all items from one character to a room or from a room to the other character
; Items stored for Male Ego in Rm 205 and for Female Ego in Rm 210
; IMPORTANT - remember to change the item Iteration # as you add items

)

(instance egoSwitchRegion of Rgn
(properties)

(method (init)
(super init:)
(switcher init: ignoreActors: setPri: 15)
)

(method (handleEvent pEvent)
(super handleEvent: pEvent)
(if
(or
(Said 'switch')
(if (== (pEvent type?) evMOUSEBUTTON)
(if
(and
(> (pEvent x?) (switcher nsLeft?))
(< (pEvent x?) (switcher nsRight?))
(> (pEvent y?) (switcher nsTop?))
(< (pEvent y?) (switcher nsBottom?))
)
)
)
)
; Remove and Give Items based on who is being used
(for ( (= itemIteration 0)) (< itemIteration 19)  ( (++ itemIteration)) (if gAnotherEgo
; Switching from Female Ego
(if (== (gEgo has: itemIteration) 1)
(gEgo put: itemIteration 210) ; Items stored in Room 210
)                                         
(if (== (IsOwnedBy itemIteration 205) 1)
(gEgo get: itemIteration) ; Items stored in Rm 205 given to Male Ego
)
else
; Switching from Male Ego
(if (== (gEgo has: itemIteration) 1)
(gEgo put: itemIteration 205) ; Items stored in Room 205
)                                         
(if (== (IsOwnedBy itemIteration 210) 1)
(gEgo get: itemIteration) ; Items stored in Rm 210 given to Female Ego
)
))
(if gAnotherEgo
(= gAnotherEgo 0) ; Male character
(= gEgoView 0)
(= gEgoStoppedView 903)
else
(= gAnotherEgo 1) ; Female character
(= gEgoView 342)
(= gEgoStoppedView 903) ; Haven't drawn it yet
)                       
; Get Room Number Variables saved and set up for room switch
(= roomToggleNumber gSwitchedRoomNumber) ; saves variable for newRoom call
(= gSwitchedRoomNumber gRoomNumber)    ; saves current room as the new switched room
; Get Ego's X/Y position saved and set up for room switch
(= [characterXYToggle 0] (gEgo x?))
(= [characterXYToggle 1] (gEgo y?))
(gEgo posn: [gPrevXY 0] [gPrevXY 1] hide:)       ; wondering if this works without setting Up Ego in this script
(= [gPrevXY 0] [characterXYToggle 0])
(= [gPrevXY 1] [characterXYToggle 1])
(gRoom newRoom: roomToggleNumber)
)
)

(method (doit)
(super doit:)
(= myEvent (Event new: evNULL))
(cond
(
(checkEvent
myEvent
(- (switcher nsLeft?) 5)
(switcher nsRight?)
(+ (switcher nsTop?) 10)
(+ (switcher nsBottom?) 10)
)
(if (not buttonOpen)
(switcher setCycle: End)
(= buttonOpen 1)
)
)
(buttonOpen (switcher setCycle: Beg) (= buttonOpen 0))
)
(myEvent dispose:)
)
)

(procedure (checkEvent pEvent x1 x2 y1 y2)
(if
(and
(> (pEvent x?) x1)
(< (pEvent x?) x2)
(> (pEvent y?) y1)
(< (pEvent y?) y2)
)
(return TRUE)
else
(return FALSE)
)
)


(instance switcher of Prop
(properties
y 15
x 30
view 573
loop 2
)
)


8
Seems useful, I sort of had to deal with something similar in Void Quest, but I didn't know the proper way to do it.

But I don't get why you're doing all that stuff with the inventory. Why are you transferring items between the room and the egos? Why do you need to transfer any items at all?

(also... Sierra script...)


9
The Games and other Sierra Adventure stuff / Void Quest
« on: May 20, 2017, 07:48:54 PM »
Over the past two weeks I participated in Adventure Jam 2017 and made a game that explores the backstory of one of the minor Cascade Quest characters. It was my hope to flesh out some of the interactions and controls I'm using for Cascade Quest, and to avoid "wasting" 2 weeks (because I may include this inside CQ).

Anyway, here it is (submission to the jam required uploading it to gamejolt): https://gamejolt.com/games/VoidQuest/257270

If you try it out, let me know what you think! I probably went a little too heavy on content and a little too weak on polish, as there are still a lot reasonable input that doesn't generate good responses.




10
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: May 12, 2017, 09:25:07 PM »
The lighting is much improved!

11
What is that!?

12
Hence why version control is a good idea (preferably on a remote server, so if your computer explodes or house burns down you're still good).

Unfortunately the way (the official release of) SCI Companion manages the resources (all packaged into one binary blob) isn't well-suited for version control. The unreleased dev build (which you need to build yourself) lets you manage all the resources with patch files instead, which works a lot better (unfortunately there are still some issues with doing that with SCI1.1 that I haven't got around to fixing).

13
I think the only way to diagnose this is to send me the project folder when this happens, and I can try to look at the contents of the resource.map and resource.000 and see how they're out of sync. Also take note of the timestamp of the two files (they should be written at the same time - if the timestamps are different then that's a clue that the issue is that one of the files couldn't be written for some reason.

14
these problems have never happened to any of you guys??

I've never heard of any problems like this. Do you have any anti-virus software installed that might be interfering?

15
Does this happen after you save a particular resource? Which version of SCI Companion are you using?

Are there any .bak files in your game's folder? When saving, SCI Companion writes out the new resource map and volume to resource.map.bak and resource.000.bak respectively. Then it copies them over the originals and deletes the bak. The volume file is copied first, then the resource map. If something interferes with the second one (maybe some anti-virus software, or the game currently running - but the latter usually prevents the volume file from being written, so it would fail early and you'll be ok), then you'll get mismatched map and volume files, but then presumably there should be a resource.map.bak file laying around which could be renamed to resource.map to fix the problem.

(also, I strongly recommend using a version control system).


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