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Messages - lance.ewing

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1
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 06:32:55 PM »
There's definitely something weird going on with the points. My points were up to about 85-87, or something around there, but when I put the completed form in the mailbox, it dropped down to 77.

2
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 06:29:48 PM »
I just found the money and I'm fairly sure my points didn't go up as a result. I also noticed something earlier where my points didn't go up for something I would have expected it to increase for, I think when getting the webcam.

Is it part of the game that the picture frame gets a corrupt image on it? i.e. a distorted picture with an error message over it? My first thought was that it was part of the game, and actually that's still what I'm assuming. But I have noticed that the frame doesn't let you navigate after getting the corrupt image and if you escape and then look at it again, the frame is still non-responsive. I had to go in to a new room to be able to view the earlier five images again.

3
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 06:08:07 PM »
I think I'll need to repeat what I did and see if it really was a proper ending. It may have been a death scene...

Edit: No, doesn't seem to be an obvious death scene. The last thing it says is that he's lowering himself in to the hole and then it comes up with a black screen and a message box saying "Thank you for playing...". It does seem a bit sudden to be honest. I assumed it was because it was a piece of a larger story but perhaps this is a bug.

4
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 05:56:02 PM »
Nice, finished it.  Difficulty wasn't too hard, puzzles were reasonable.  I did run into times where I knew what to do, just not how to orchestrate it - but that's to be expected.

How many points did you have at the end gumby?

I think I finished it once at about 67 points, but that was so far short of the max points that I figured there was quite a lot I hadn't done. So I'm playing it again and finding other things I didn't see the first time around.

5
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 01:06:04 PM »
Really cool, and very addictive. I'm up to about 28 points at the moment. Temporarily stuck but will hopefully work it out later on.

6
AGI Development Tools / Re: WinAGI 1.1 BETA available for download
« on: May 21, 2017, 12:25:42 PM »
Great! Will definitely give this a go as I get time.

The first thing to report is with regards to installation. I assumed I should probably uninstall the earlier version, so I did that. I'm on Windows 8.1. After uninstalling the old version and then executing the installer for the new version, I got two different error messages during installation but neither appears to have stopped the tool from working.

The error messages I saw are shown in the attachment below. The user I installed with is an Administrator.

7
Yeah, a macbook air, surface pro 4, ipad 3, and a couple of phones (both of which were older models not being used anymore). That's what we know about at the moment. It must have been a quick fill a bag and run I think. Larger items left alone.

8
Indeed I do  :)  Was just in the process of editing it for another reason, so will correct this now while I'm at it.

Edit: I'm somewhat distracted this evening with a break-in we've had at home. I'm up later than I would be, waiting for an emergency glazier to come and board up a ground level window. Have to keep myself occupied with something while I wait.

9
The one little bit of different, is that I *also* made it able to spit out a control-lines only image.

I've done something similar in the AGI interpreter I'm working on at the moment, with the exception that the priority screen doesn't show any control lines at all. Instead it uses the original AGI interpreter's algorithm for determining what the priority of a control line pixel should be. I haven't actually looked at it visually yet but my interpreter is using the resulting priority pixel array to make priority decisions and control screen pixel array to make control line decisions and it all seems to work functionally. I was planning to make the debug "show priority" feature show both screens one after the other but have yet to implement this.

Still don't know what I'll do with it after this. I doubt I have it in me to write a full-blown AGI interpreter, but I'd like to take this somewhere too. It's certainly been giving me a lot of ideas.

I'm hoping to work on the C# AGI interpreter to a point where it becomes a kind of reference implementation. The idea is to progressively refactor it over various iterations until it all kind of makes intuitive sense, with everything named and documented cleanly. I was then hoping that at some point in the future (once done) I could pick another language to learn and converting the code would be a matter of replicating the various classes and methods in that language and voilą!  you've have an AGI interpreter in that language. - Edit: If you were to think about a full-blown interpreter, you could hopefully make use of it as a guide. I'm trying to cross reference it against the original AGI source code fragments (found on a SQ2 game disk) as much as possible as I go along.

I will second AGKorson with regards to the line drawing algorithm. The example code in the AGI specs is the original version I came up with over 20 years ago using (literally) trial and error. It seemed to work at the time for all the pictures I tried but was quite inefficient. I wasn't in the habit of actually disassembling code in those days, in fact the first AGI picture drawing program I wrote was in GWBASIC under DOS 3.3 (which I really must dig out and try to run again).

10
Yeah, I think it's a lost cause. The main reason I gave up on it was that the VIEWs are not vector based, so there would always be a mismatch. How are you meant to scale those up?

And besides, a lot of people like the retro low-res pixelated look, so not much point making it crisper. There's a resurgence.

11
This might be where I saw it:

http://wiki.scummvm.org/index.php/Sarien/Hires_Badness

Look's like it was removed quite a while ago.

12
Too many details are the same so I'mma say modified.



<Screwtape> Also, I hope that door makes the Star Trek door sound.

Ilira is so cool.

As an aside, Chris Pratt would have been a much better James T. Kirk in the new Star Trek movies. He apparently read for the role. Can't believe he didn't get it. He's much better (funnier) than Chris Pine. It would have been awesome.

13
Now I'm kinda wondering if it would be possible to do an AGI-to-SCI0 convert for PICs, even if it would turn out awful.

I'm going off memory here, but when I played around with those original Sierra SCI editor tools that Omer leaked a while back, I seem to recall that the SCI picture editor supported both AGI and SCI pictures (via command line options) and might therefore have supported a degree of conversion. Has anyone experimented with that yet?

14
Most of what it does is create a list of draw commands (as a class) and populates the details of each command. Only the regular lines are drawn currently, which was to verify I had the right structure. In this case the draw is multiplying coordinates rather than mapping to 160x200 and doubling up from there.

You might remember from my web site back in the late 90s that I was attempting to draw AGI pictures in hi-res. The main problem I had was with the fills. It's certainly possible to draw the vector graphics in a higher resolution and to have those crisper lines, but the fills tend not to work most of the time. There are multiple reasons for this. One of these in the line drawing algorithm. There are different algorithms for drawing lines that place pixels in different places, and even if you get the algorithm the same, drawing the lines at a higher resolution ends up putting pixels in places that are not compatible with where the fills points are placed. Sometimes in AGI pictures, a single pixel is placed to plug a gap in a area that then gets filled. Drawing that at a higher res obviously won't plug that gap, so the fill spills in to the neighbouring area. Fills sometimes also land on top of lines in hi-res, since I've noticed that fill points are sometimes placed right next to a line, so if the line points differ slightly, the fill might land on a line pixel.

You've also got a problem with the "dithering" effect that some games use, where they draw diagonal lines. Doing that at hi-res needs some kind of intelligence to recognise that its dithering and to scale that up. You can't just draw the lines.

And obviously the "brush" tool isn't going to work at high res, unless you replace them with a higher res pattern.

I've had lots of ideas on how to do it better since my attempts in the 90s. I'd like to try again at some point.

I've never tried it, but I read somewhere that SCUMMVM supported a hi-res AGI mode. Is this true? Has anyone tried it?

15
AGI Development Tools / Re: agi.js
« on: April 29, 2017, 01:50:17 PM »
Hi r1sc! Great to see that you've registered on here. If I didn't already have a few AGI projects in my queue, I'd definitely be keen to contribute immediately to agi.js. I have a history of picking up other people's projects, such as the Java AGI interpreter that I did a bit of work on last year. So I've added agi.js to the queue.   :)

As I mentioned to you a few days ago, I'm currently working on an AGI interpreter in C#, which I notice from your github account that you're also proficient in. I certainly can't claim proficiency since this is my first C# project but hopefully it will turn out okay. It's a shame I can't share the code at the moment. What I did was fork Collector's bitbucket AGI/SCI Developer repo, which I think is private, so the fork is also private (as an aside Collector, I think we should make the repo public if we can). - We seem to have a lot of C# developers on this forum, which is kind of why I decided to write this interpreter in C#.

But I'm also a big JavaScript fan. I've entered the js13kgames contest two times in the past. Neither entry was complete. I always end up being away on holiday for half of the one month period, which means I've basically got 2 weeks to create something new. This year I'm planning to create an adventure game if I can.

If you're not planning to work on agi.js yourself anytime soon, it would still be great to see you in the forums. To have spent all that time creating the AGI interpreter in JS, you obviously have a passion for it. We all have long term projects on the boiler that we come back to every few years. Most of the time we're just talking about stuff.

:)


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