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Messages - gumby

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Working on a first-person SCI 1.1 version of Zork.

SCI Syntax Help / Re: Drop inventory item (SCI 1.1)
« on: March 23, 2017, 09:16:41 PM »
I figured it out, though not sure if it's the best way:

Code: [Select]
   (gGame handsOff:)
   (gEgo put: INV_LEAFLET)   ;Remove item from inventory
   (leaflet show:)                     ;Display the prop in the room
   (gGame handsOn:)

If I dig into those methods in the Main script I can probably make it simpler.

SCI Syntax Help / Drop inventory item (SCI 1.1)
« on: March 23, 2017, 08:27:21 PM »
I have chosen an item from my inventory and I want to drop it in a room.  The item is selected from inventory and the mouse cursor is changed to represent the item the ego is holding. 

Here's what I have in the doVerb method (conditional logic removed for clarity):
Code: [Select]
   (gEgo put: INV_LEAFLET)   ;Remove item from inventory
   (leaflet show:)                     ;Display the prop in the room

What I can't seem to figure out is how to get the mouse cursor (a leaflet) to change back to say the look or walk icon & have the verb change as well.  I can set the cursor manually:

Code: [Select]
   (gGame setCursor: 996 1)

But that doesn't change the verb, and I'm sure this isn't the right way to be doing this. What am I missing here?

The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: March 23, 2017, 06:58:18 PM »
Road lines look too long.  Maybe half the length?

#6 does it for me.  Nice contrasts.

AGI Development Tools / Re: C# AGI Interpreter
« on: December 14, 2016, 07:20:32 PM »
Yes, but the work that I did probably is not the most performant.  Though with current hardware it probably isn't a huge issue.  Hopefully it'll help on some level.

Yeah, you should have seen my first cut at dithering.  Tried to color in every other pixel instead of using lines.  Horrifically slow :P

SCI Community How To's & Tutorials / SCI0 - Graph fill box and Dithering
« on: November 27, 2016, 10:58:59 AM »
The Graph() kernel method doesn't support using a dithered color.  So to overcome this I wrote this procedure:

Code: [Select]
(procedure (GraphDither y1 x1 y2 x2 clColor1 clColor2)
   (var xI, xII, yI, yII, yOdd)
          Graph(grFILL_BOX y1 x1 y2 x2 VISUAL clColor1)
          = yOdd 0
  (if (<> (% (- y2 y1) 2) 0)
    = yOdd 1
  = xI x1
  = yI (- y2 2)
  = xII (- (+ x1 2) 1)
  = yII (- y2 1)
          (if (yOdd)
     = yI (- y2 1)
     = xII x1  

  (while (1)
             (if ((>= xII x2))
                = xII (- x2 1)
                = yII (- yII 1)
      Graph(grDRAW_LINE yI xI yII xII clColor2)
      (if (<= (+ xII 2) x2)
    = xII (+ xII 2)
  = yII (- yII 2)
      (if (>= (- yI 2) y1)
    = yI (- yI 2)
      = xI (+ xI 2)        

      (if (>= xI x2)

The procedure starts by drawing a box with the first specified color, then draws parallel lines (slope = 1) which colors every other pixel in the box with the 2nd dither color.

SCI Development Tools / Re: Scene Builder
« on: November 26, 2016, 10:42:36 AM »
Sure enough, the single instance doesn't work upon a restore.  Guess I'll need to go with option #2 then.

SCI Development Tools / Re: Scene Builder
« on: November 25, 2016, 02:02:31 PM »
I couldn't get PVs to work initially, but decompiling LSL3 did help me work through it.  I tested three different scenarios, with 19 different views for each test:

1) Creating a new View instance on-the-fly (no instance reuse).  This was the worst scenario, with 18,862 bytes of heap remaining.
2) Creating a new PV instance on-the-fly (no instance reuse).  Better, with 19,414 bytes of heap remaining.
3) Created a single PV instance & reused it.  Best, with 20,062 bytes of heap remaining

So there we have it.  Looks like I'll be sticking with #3.

SCI Development Tools / Re: Scene Builder
« on: November 22, 2016, 07:57:52 AM »
I'll do some testing on memory consumption of the resulting game scripts.  Never used a PV instance before, after looking at the class it looks like it would consume less memory than a view (less class properties, less methods) and it has everything I need.  I'll see if using PVs will improve the memory footprint more.

SCI Development Tools / Re: Scene Builder
« on: November 20, 2016, 12:44:46 PM »
New version uploaded:

- Save functionality now writes out two scripts per room, one in 'Studio' format and the other in 'Sierra' format
- Change room generation to not create view instances to reduce generated script size
- Now possible to interact with generated scene for fine-tuning. Views can be moved, changed to a different view and/or priorities updated.

SCI Development Tools / Re: Scene Builder
« on: November 14, 2016, 09:23:58 PM »
Definitely an interesting tool. Is there a reason you're not using the Sierra syntax? :-)

Nope, I will add in the Sierra syntax in the next version.

fyi, in the version currently uploaded, it produces scripts that don't compile. Some parentheses are in the wrong place.

Whoops, I didn't run into that.  I'll check that out.  I probably made some change and didn't fully test it out.

SCI Development Tools / Re: Scene Builder
« on: November 13, 2016, 05:08:01 PM »
Good catch Lars, in fact in the scene builder rm001, I do only have a single instance of a view and re-use it each time I add a new view.   I will be needing to create one instance per view in the future; I'm planning on not addToPic'ing them so that the user can click/drag it around as they wish before saving out the room definition.  But this doesn't mean that I can't fix the room script generation to only use a single instance.

MI, as for creating pics instead of views it would be much harder to do (for me anyway), creating vector art instead of just creating new views from existing portions of pics.

SCI Development Tools / Re: Scene Builder
« on: November 13, 2016, 10:45:27 AM »
Initial version uploaded to the games page, very pleased with how it turned out:

Very easy to use, just input your parameters on room startup and after the room is rendered, any keyboard/mouse input will bring up the cancel/skip/save dialog.  If you choose to save, it'll write out a complete room script (in the game directory) including references of the views to reproduce the scene.  From there all you'll need to do is export the related views into your game & copy/paste the room script text.

The current library of views (over 200 to choose from) is based on the rooms from the KQ1 SCI.

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