Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - gumby

Pages: [1] 2 3 ... 60
SCI Syntax Help / Re: Inventory views
« on: Yesterday at 06:57:17 PM »
I totally missed it, thanks.

SCI Syntax Help / Inventory views
« on: October 18, 2017, 07:58:41 PM »
Documenting this as I haven't found this explicitly stated anywhere yet.  With SCI 1.1, when creating views, by default the template game wants/expects the following:

loop 0 = cursor view
loop 1 = inventory icon
loop 2 = icon bar

When declaring your inventory items in, set the loop 1 for the views.  I noticed that if you set it to loop = 0, it'll show the loop 0 view the first time you open the inventory screen but any subsequent times it'll display loop 1.

SCI Syntax Help / Re: String pain
« on: October 14, 2017, 04:19:24 PM »
That was it, missing the buffer in the GetFarText call - thank you.  My trouble started because I have other code that omits the buffer as well (in a Prints call) but it never got inconsistent results.

SCI Syntax Help / String pain
« on: October 14, 2017, 11:12:07 AM »
The below code lives in a room script, in the doVerb method of a prop. I have a text resource that contains all of my noun names, resource 1 and in this case hard-coded to index position 35 (sword).  I've ripped everything out except for the code that I'm struggling with:

Code: [Select]
; On first invocation, prints  "The sword won't fit in the box". 
; On subsequent invocations, only prints "sword"

    (method (doVerb theVerb param2 &tmp [test1 50])
         (Printf "The %s won't fit in the box" (GetFarText 1 35))

I tried this with the same results as above:
Code: [Select]
; On first invocation, prints  "The sword won't fit in the box". 
; On subsequent invocations, only prints "sword"

    (method (doVerb theVerb param2 &tmp [test1 50])
         (StrCpy @test1 (GetFarText 1 35))
         (Printf "The %s won't fit in the box" @test1)
The only thing that does work is this:
Code: [Select]
; On every invocation, prints  "The sword won't fit in the box".

    (method (doVerb theVerb param2 &tmp [test1 50])
         (Printf "The %s won't fit in the box" (Format @test1 1 35))

Can someone help me understand what's going on here?  Seems like #1 & #2 should work fine, #3 sort of makes sense (I assume a pointer to @test1 is being returned from the Format call and the Printf statement is able to use it).

View editor won't save a new hotspot location if that's the only change made to a view. Open an existing view, move the hotspot, save the view.  Open the view back up, hotspot is in previous location.  Simple workaround is just to edit a pixel, then the hotspot will be saved.

Running version

SCI Syntax Help / Re: SCI 1.1 view palettes
« on: September 15, 2017, 09:12:42 AM »
Thanks, that does seem cleaner to create a palette resource and keep it inside the game.

SCI Syntax Help / SCI 1.1 view palettes
« on: September 14, 2017, 07:29:46 PM »
So I'm starting to create views for my rooms.  I discovered pretty quickly that they tend to stand out because of the limited colors when creating a view.  The views I'm creating are specific to individual rooms, so conflicting palettes shouldn't be a problem. 

I suspect I can get around this by building an embedded palette? I found the 'Import' option in the palette editor, not sure how to use it - is there a way to import the palette from the corresponding PIC resource?

EDIT:  Never mind, found it.  Just open the PIC, go to the palette and export the .pal.  Then just import it into the view.  Nice.

SCI Syntax Help / Re: Background scrolling
« on: September 07, 2017, 09:36:15 AM »
Do you need actual real-time scrolling, or can you fake it with some arrow icons and the scrolling DrawPic styles?

Doesn't need real-time, so that should work.  Thanks.

SCI Syntax Help / Background scrolling
« on: September 07, 2017, 05:04:09 AM »
I'm trying to create in-game mapping functionality, but a single 320x200 pic is just too small - I figure I need about 4 times the size of a standard room pic. Anyone know of a SCI1.1 game that implemented room pic scrolling that I could decompile to see how they did it?  Or if there is another way of accomplishing this in a similar manner?

SCI Syntax Help / Re: Interface overhaul/stripdown (like Myst)
« on: August 05, 2017, 08:48:44 PM »
For the mouse-click event stuff, this might help:

Making good progress.  I've worked out item take/drop functionality, 'containers' (like the mailbox), and conditional functionality.  Really standard stuff except for how I implemented take/drop.  No graphics work yet -
 avoiding it because I find it excruciatingly hard.

So far I've got good completion on the house region, mostly done up to the Living Room. 

The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: June 22, 2017, 07:39:40 AM »
The one on the right gets my vote.

SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 07:54:50 AM »
= btnY (+ 4 (send hButtons[paramCnt]:nsRight)) should really be nsBottom at the end there I think ;)

Yes or possibly nsTop.  Either way that line probably needs to change.

SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 15, 2017, 10:51:11 PM »
No problem.  I think I've found where you want to make some changes - in the Print() procedure, the block below needs to change.

Here's the original code:
Code: [Select]
(while(< paramCnt buttonCnt)
(send hButtons[paramCnt]:moveTo( btnX (send hDialog:nsBottom) ))
(send hDialog:add(hButtons[paramCnt]))
= btnX (+ 4 (send hButtons[paramCnt]:nsRight))

You'll want something like this (completely untested):
Code: [Select]
(while(< paramCnt buttonCnt)
(send hButtons[paramCnt]:moveTo(  (send hDialog:nsLeft) btnY ))
(send hDialog:add(hButtons[paramCnt]))
= btnY (+ 4 (send hButtons[paramCnt]:nsRight))

Basically switch out the btnX variable for a btnY.  So instead of shifting the buttons right on the X-axis, we just shift the buttons down the Y.

SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 15, 2017, 07:56:07 AM »
Yes, you need to hack up the Print() procedure in  I did something similar with aligning controls here:

Pages: [1] 2 3 ... 60

SMF 2.0.11 | SMF © 2015, Simple Machines
Simple Audio Video Embedder

Page created in 0.147 seconds with 19 queries.