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Messages - Doan Sephim

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1
SCI Development Tools / Re: SCI01 Template Game
« on: September 17, 2019, 10:40:24 AM »
I assume there'd be a hint in the table view? A bunch of patches lying around would be the most likely.
That is the case. Suppose I edit a patch. Will that be a problem?

2
SCI Development Tools / Re: SCI01 Template Game
« on: September 17, 2019, 10:01:27 AM »
Quick question. I just opened up the template game and have a question.

There appears to be duplicates of resources, like views. When I  rebuild resources, they persist.

I'm not used to this and I don't know if it has advantages, disadvantages, or is completely neutral.

What's the purpose?

3
No, you just need to download the template here. As Kawa said, you can then put it in the TemplateGame folder, and it'll be there in the New Game dialog.
Done! Thanks.
You'd have to change from Studio to Sierra script. I designed my templates to be as close to the original Sierra source as possible.
Also, keep in mind that the 900 script range and script 255 are specifically intended for system scripts, which should not be edited (except for the Menu script). If you need to make custom properties for things like the inventory or ego, you should instead create subclasses and instances in the game-specific scripts.
Luckily, I recently converted everything from Studio to Sierra Script, so that won't be a problem. It'll take me some time to tinker around a bit, and hopefully I'll be able to get back to you on the conversion progress.

4
An idea could be to move to SCI0.1 (which is what QFG2 uses).
This is an interesting idea, and I have to say the addtional heap and path functions are of interest to me. I wonder how cumbersome the transcription of my project to that would be?

In fact, I don't really know how to do that at all, as the options when creating a game with Companion is SCI0 or SCI1.1.

Am I missing something?

5
One criticism, looks like the water wheel isn't aligned properly with the building (top looks tilted inward toward the building).
Good catch. That will be a tough one to fix, but I think you are correct. Doing perspective on a prop can be tough sometimes.
Why not also move onto SCI1.1 for it?
My primary reason is just that those were my favorites of the Sierra games. I always liked the parser and I enjoy the limited palate.

Secondary reasons would be that I will get to reuse a ton of resources from the previous game and that I'm already very familiar with the tools.

6
Disclaimer:
This game is not done, or even nearly done; It's closer to 1% complete at this time. There is no timeline to completion or guarantee thereof.

Development Backstory:
Six years ago was the release of the first part of Betrayed Alliance. While ending on a cliffhanger, I never thought I'd work on it again. I just wanted to release something that would justify all the time I had put into it. Six months after release, I put together a walkthrough and noticed some bugs and issues and filed them away. Two years or so later, I patched the game and had more than a few people playing the game and asking if I'd work on it again. The answer was always, “No.”
But that's when I started getting ideas. Every once in a while, I'd pick it up and work on something. The bug would bite me, and not an irritating programming one, but the creative one that pushed me with motivation.
On and off, I am working on the sequel.

Some Artwork:
After seeing how excellent the artwork was in the fan-made SCI-like project "The Crimson Diamond" I spent some time looking more carefully at some of the artwork from the old SCI games to get a better grasp on how to make my artwork better. One big thing I walked away with was I almost never used the color Black but it was heavily used in a lot of the old games. I doubt I'll be able to reach the level of the old games or the excellent work seen in the Crimson Diamond, but I think I've made some progress.
The Forest are that our heroes escape to at the end of Book 1:



Aside from the forest, I have to fill in much of the lower half the game's map (Only the top half was created/utilized for the first game):



The Southern Castle (Nothing to show of this area yet)

Getting to reuse areas from the 1st game feels great as I won’t have to recreate those resources (although slight alterations will probably take place)

Expectations:
I'm just posting this as a place to post artwork, ideas, and milestones.

I'm open to all forms of criticism.

7
Awesome! Always good to see new stuff.

I played a little bit today and I enjoy the atmosphere of the game. It didn't take long for me to get lost on what I'm supposed to do. I'll play more soon and let you know more when I get farther.

Thanks for the demo. I'm always happy to see new stuff like this.

8
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: June 12, 2019, 02:39:06 PM »
Yes correct, but you need to include all the places in Main.sc or Game.sc or whatever too (scripts that are always loaded).
I see, so if I have any of those procedure already called in the default scripts, those will always be adding towards that 75-time limit.

Even so, it seems likely to me, that 75 is a pretty high number of calls for average use, so I think it will ultimately save.

9
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: June 12, 2019, 02:26:51 PM »
So, read a flag 75 times in currently loaded script code and you've already lost your bytes advantage.
When you say 75 times in currently loaded script, i assume that that means (from a general gameplay perspective) in a single room, but after each room, it's all disposed, correct? So generally speaking, it's a heap saver, but if I were to read the flag(s) 75 times in a single room, it would be heap-negative compared to normal.

Or does it mean 75 times at all?

10
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: June 12, 2019, 02:16:34 PM »
Thanks Troflip et al. I think I finally grasp what going on with this script and I'm very thankful for everyone for bearing with me. I kinda feel like the dumb kid in class asking all these questions, but everyone has been quite patient and accommodating, and for that I'm grateful.

11
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: June 12, 2019, 01:34:00 PM »
Thanks Eric and Charles! I only have one question remaining (I hope!) - the thing I don't understand is how the enums in the subheader relate to the variable and the procedure that references that variable. The enumerated list seems to be unconnected to the variable and procedures. I'm guessing they're connected by something in the procedure, but I don't get it, and it makes me feel like I'm missing something.

12
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: June 12, 2019, 11:27:38 AM »
The flags are enumerated and defined in your GAME.SH file.
Do you define them in the Game.sh file or enumerate them (or does it even matter which?)
I apologize for the hand-holding needed with this, but what does it look like in the subheader?

This is what I see in the Template, but I'm confused on how it relates to the gameFlags:
Code: [Select]
;Event flags
;Example: fBabaFrog (original Sierra naming)

13
Got 'em back!
Conversion misplaced a single parenthesis that threw the whole thing off.
I had this:
Code: [Select]
(Display
text
dsCOORD
(+ nsLeft (>> (- w [rect rtRIGHT]) 1))
(+ (+ nsTop (>> (- h [rect rtBOTTOM]) 1)) 1 dsCOLOR)
                        gWndColor
But I realized that it should have been this:
Code: [Select]
(Display
text
dsCOORD
(+ nsLeft (>> (- w [rect rtRIGHT]) 1))
(+ (+ nsTop (>> (- h [rect rtBOTTOM]) 1)) 1)
dsCOLOR
                        gWndColor

14
Borders up, but smooshed...no text  :o
Hmmm...looks like the template did half the trick lol

15
Hmm...no dice.
I'm also experiencing some strange behavior with my character changing region script...

Will tinker around a bit.

EDIT:
Got my text back, but lost my sweet custom button artwork. One step forward, One step back :)
This is with the following template code in the Controls script
Code: [Select]
(method (setSize &tmp [rect 4])
(TextSize @rect text font)
(= [rect rtBOTTOM] (+ [rect rtBOTTOM] 2))
(= [rect rtRIGHT] (+ [rect rtRIGHT] 2))
(= nsBottom (+ nsTop [rect rtBOTTOM]))
(= [rect rtRIGHT] (* (/ (+ [rect rtRIGHT] 15) 16) 16))
(= nsRight (+ [rect rtRIGHT] nsLeft))
)

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