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Topics - Doan Sephim

Pages: [1] 2 3 ... 5
1
SCI Syntax Help / SCI0 - Text window vanishing cutouts of Views
« on: September 10, 2021, 01:00:11 PM »
Does anyone know why this happens? This particular text box reveals a "hidden" area behind a breakable wall.

This isn't a super high priority as I can just move the location of the text box, but this is an issue I don't think I've ever seen anyone talk about before.

2
SCI Syntax Help / SetMotion: End and animation hiccups
« on: July 17, 2021, 06:37:18 PM »
I have an animation that goes through various stages, so I have it scripted out in a changeState method.

I have the cycleSpeed set to 4, but when the animation reaches its final cel and moves on to the next state, the last cel lasts for only 1 game cycle before moving on to the next state.

This makes sense because it moves to the next state when it reaches the end because I told it to with SetCycle: End self.

Is there an elegant solution to this to make the last cel last for the full amount of gameCycles (according to what cycleSpeed is set at) before moving to the next state?

3
I understand how to "FormatPrint" to allow for variable values to be imbedding in a print command, but I'm not sure how to do that with the Inventory's "description." I looked in the Inv script and there's something about IconPrint in the showSelf method, but I confess, I'm a bit baffled.

4
SCI Syntax Help / SCI0 - Is the Template broken for togglesound?
« on: February 05, 2021, 02:21:44 PM »
I just noticed I can't seem to change the audio volume of the snd resources I'm using in the game and the menubar's toggle for sound doesn't seem to do anything (nor does the manual gauge for setting volume)

I'm using MT-32 as the SCI-synth in Companion and as the driver, if that matters.

5
SCI Syntax Help / SCI0 - Death Icon always set to loop indefinitely
« on: January 21, 2021, 09:42:20 PM »
I'd like to have some more flexibility with the death handler icon, if possible. It seems to be set to always cycle forward indefinitely.

Is there a way for me to just run the Cels ONCE, like you can do with setCycle: End.

The Method is here, but it's not clear to me how to allow a choice between cycling once or infinite:
Code: [Select]
(instance deadIcon of DCIcon
(properties)

(method (init)
(super init:)
(if (== gRoomNumberExit 540)
(= cycler (End new:))
(cycler init: self)
)
)
)

6
SCI Syntax Help / SCI0 - Icon location in Print window
« on: January 21, 2021, 09:07:17 AM »
The default position on an icon in a window is top left. Is there an easy way to manipulate this? All I really would like to do would be able to center it in the y-axis. Keeping it on the left is fine, but it looks wrong in my death window.

7
SCI Syntax Help / [SOLVED] SCI0 - Death Icon at Top of Window
« on: January 11, 2021, 08:40:28 AM »
Does anyone have any ideas how I can edit the Template to display the death icon at the top of the window instead of always on the left-hand side? Ideally, I'd like to be able to switch this, but I'm having trouble finding out even where to look.

8
SCI Syntax Help / [SOLVED] SCI0 - Autosave
« on: December 27, 2020, 10:42:15 AM »
How difficult would it be to create an autosave function that runs whenever the player enters a new room?

Ideally, it would always replace the previous autosave file and be located at the top of the restore window with the name "autosave"

I'm looking in the Game script and found the Save method, but I'm not sure how to call this method without producing a window. I'd like this to go on "behind the scenes," as it were.

Code: [Select]
(method (save &tmp [strDescBuf 20] gameNum oldCursor hSound)
(Load rsFONT gSaveRestoreFont)
(Load rsCURSOR gLoadingCursor)
(= oldCursor (self setCursor: gNormalCursor))
(= hSound (Sound pause: 1))
(if (GetSaveDisk TRUE)
(if gPrintDlg (gPrintDlg dispose:))
(= gameNum (Save doit: @strDescBuf))
(if (!= gameNum -1)
(= oldCursor (self setCursor: gLoadingCursor 1))
(if
(not (SaveGame objectName gameNum @strDescBuf gVersion))
(Print
{Your save game disk is full. You must either use another disk or save over an existing saved game.}
#font
0
#button
{OK}
1
)
)
(self setCursor: oldCursor (HaveMouse))
)
(GetSaveDisk FALSE)
)
(Sound pause: hSound)
)

Not having a feature like this isn't a big deal and I place a low priority on implementing it, but it certainly would be nice!

I'm going to experiement with this bit of code here, but if anyone has better ideas or guiding thoughts, let me know.

Code: [Select]
(SaveGame objectName gameNum @strDescBuf gVersion))

9
SCI Syntax Help / [SOLVED] SCI0 - Variables that aren't reset by Restore
« on: December 12, 2020, 12:39:56 PM »
Is it possible to tweak Restore in such a way that it doesn't reset certain variables?

Code: [Select]
(method (restore &tmp gameNum oldCursor hSound)
(= gameNum  -1)
(Load rsFONT gSaveRestoreFont)
(Load rsCURSOR gNormalCursor)
(Load rsCURSOR gLoadingCursor)
(= oldCursor (self setCursor: gNormalCursor))
(= hSound (Sound pause: 1))
(if (GetSaveDisk TRUE)
(if gPrintDlg (gPrintDlg dispose:))
(= gameNum (Restore doit: &rest))
(if (!= gameNum -1)
(self setCursor: gLoadingCursor)
(if (CheckSaveGame objectName gameNum gVersion)
(gCast eachElementDo: #dispose)
(gCast eachElementDo: #delete)
;(= saved 1)
;(FormatPrint {Saved %u} saved)
        (RestoreGame objectName gameNum gVersion)

This is in the "Game" script and I have set a test global variable there "(saved =1)" and I test a print to make sure it works before the "RestoreGame" is called. I do get confirmation that the variable is set to 1 before the restore, but after the restore it is predictably set back to its original value.

I looked everywhere in vain to find where "RestoreGame" is set up. It looks like a procedure to me, but I can't find it anywhere.

10
SCI Syntax Help / SCI01 Game Using SCI0 Template?
« on: December 11, 2020, 08:32:07 AM »
Quick counter-intuitive question: Is it possible to make an SCI01 game using the standard SCI0 Template?

I know it's counter-intuitive and it'd make more sense just to use the SCI01 Template that Eric has provided, but not being a programmer and there being no tutorials or anything for the SCI01 template, I have found it to be too difficult for me.

That being said, the additional 9000 byte increase in heap space SCI01 offers is something that would make my life a lot easier!

So the question is, can I get that heap while also using the older SCI0 Template?

11
Collector put together a page for reviews on the Wiki for Betrayed Alliance.

If you could take a minute to leave a review here, I will update the wiki with your review!

Thanks!

12
SCI Syntax Help / Old SCI0 Template Save Bug
« on: July 05, 2020, 08:41:08 PM »
While patching the old project (Betrayed Alliance book 1) I've run into a Save issue that I have also found in all the old fan games I've seen. If you run out of save spots, and save over a different file, sometimes I've experienced restoring that file only to discover that the new save did not overwrite the old.

I looked at the code for this, but the problem wasn't obvious to me.
Code: [Select]
(method (save)
(var strDescBuf[20], gameNum, oldCursor, hSound)
        Load(rsFONT gSaveRestoreFont)
Load(rsCURSOR gLoadingCursor)

= oldCursor (self:setCursor(gNormalCursor))
= hSound (Sound:pause(1))
(if(GetSaveDisk(TRUE))
(if(gPrintDlg)
(send gPrintDlg:dispose())
)
= gameNum (Save:doit(@strDescBuf))
(if(<> gameNum -1)
= oldCursor (self:setCursor(gLoadingCursor 1))
(if(not SaveGame(objectName gameNum @strDescBuf gVersion))
Print(
"Your save game disk is full. You must either "+
"use another disk or save over an existing saved game."
#font 0
#button "OK" 1
)
)
(self:setCursor(oldCursor HaveMouse()))
)
  GetSaveDisk(FALSE)
)
  (Sound:pause(hSound))
)
Any thoughts?
Also, I know no one still uses the old template, and I am moving on from it myself for the next project. So these problems I'm experiencing with the old template will soon be no more!

13
SCI Syntax Help / Sierra Script Conversion Issues
« on: June 29, 2020, 08:27:57 AM »
A while ago I migrated my Betrayed Alliance 2 project from ye old Studio Script to the Shiny New Sierra Script. It took me a while to go through all the error messages, but it got done and everything compiled nicely!

But, I went to make a quick change to my Main Script, and when I compiled, I got A TON of errors! I've changed all the "TRUE's" to "true" and "FALSE's" to false, but there are a number of issues I don't understand. So my first question is, was there an Sierra Script update memo I missed and my other question is, HELP!?!

  [Error]: Undeclared identifier 'rsFONT' .  Line: 332, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 334, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 335, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 336, col: 8
  [Error]: Undeclared identifier 'SET_CURSOR_VISIBLE' .  Line: 338, col: 35
  [Error]: Undeclared identifier 'SET_CURSOR_VISIBLE' .  Line: 341, col: 29
  [Error]: Undeclared identifier 'gtTIME_OF_DAY' .  Line: 390, col: 29
  [Error]: Undeclared identifier 'rsFONT' .  Line: 424, col: 8
  [Error]: Undeclared identifier 'rsFONT' .  Line: 425, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 427, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 428, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 429, col: 8
  [Error]: Undeclared identifier 'NULL' .  Line: 440, col: 3
  [Error]: Undeclared identifier 'FALSE' .  Line: 455, col: 35
  [Error]: Undeclared identifier 'evKEYBOARD' .  Line: 480, col: 10
  [Error]: Undeclared identifier 'miFREEHEAP' .  Line: 498, col: 18
  [Error]: Undeclared identifier 'miLARGESTPTR' .  Line: 499, col: 18
  [Error]: Undeclared identifier 'miFREEHUNK' .  Line: 500, col: 22
  [Error]: Undeclared identifier 'miLARGESTHUNK' .  Line: 501, col: 18
  [Error]: Undeclared identifier 'evSAID' .  Line: 509, col: 25
  [Error]: Undeclared identifier 'grGET_COLOURS' .  Line: 762, col: 16
07:22:44AM
--------------------------------------------------------
Compiling main.sc failed.
30 errors, 8 warnings.



14
Everything-Else / Covid anxiety
« on: March 30, 2020, 11:40:46 PM »
I don't know about all of you guys, but I've been watching and worried about this thing for a while. My wife was low-key upset with me when I said we should get supplies about a week before shortages, but thankfully she did so anyway. She apologized later, of course.

As a teacher at a lap-top school, I'm happy to be in a job that can work from home and get a reliable pay check. Being at home, working, and taking care of 3 small kids is a lot to do, but I do have my side projects, as many of you know here.

Yet, with all that's happening, the projects I have have never felt more hollow to me. In the limited time I have I get excited to work and brainstorm, but reality pulls me down and zaps me of motivation. Creating things has always been something that brings me a personal joy, which is why I stick to it...but I have to admit, it's been difficult lately. Writing is hard, I feel like I'm somehow getting worse at art (which alarms me!), and working on a EGA parser-based game "just because" feels weird when the world is in upheaval.

I don't have any message here. I think I just wanted to vent some frustrations, for my health. Honestly, it feels better.

Any of you dealing with this stuff?

15
SCI Syntax Help / Parser Syntax Problem
« on: March 30, 2020, 12:48:16 PM »
I'm trying to get the parser to accept "pry open with shovel" but can't seem to get it right.

The best I have is
Code: [Select]
(if(Said('[pry<open]/shovel'))This responds to "pry open shovel" as you might imagine, but I cannot seem to get "with" to work at all.

EDIT: apologies for studio script. BA is an old project, and I'm not interested in converting it all over to sierra script. BA2 on the other hand will not have this issue.

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