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 - Kawa

Pages: [1] 2 3 ... 63
2
Guess who figured out what he was doing wrong with regards to always-on iconbars?


3
Bonus: it's hard to tell with the light that far up, but just as the shadow effect (rcPERCENT) can stack when two views overlap, so can the other effects.

At least, you'd expect that from how the remap effect is implemented. In the renderer, there's only one code path these remapping colors take.

4
SCI Development Tools / Re: OPL timbre tool for Windows/Mac/Linux
« on: May 22, 2017, 07:22:26 PM »
Hello Wolhstand, welcome to the board, and good luck.

Looking at ScummVM, the patch.003 format seems remarkably straightforward. Just don't forget the type specifier at the start of the file, when it's a separate file.

5
SCI32 is quite a different beast, what with the planes and all. I'm just calling it SCI16 because that's the name of the archive as OmerMor released it.

You might wonder what documenting RemapColors has to do with this thread, but that's in fact exactly what I was "working on".

6
You've seen (RemapColors rcPERCENT 253 64), which I use to draw a shadow under my Catdate characters. But what about the other remap effects available in SCI16? Well, given a light view with index 254 in it, nabbed from QfG4...

(RemapColors rcPERCENT 254 200) -- mask color, brightness.

Brightness ranges from 0 to to 200, where 100 is effectively no change. 0 is not entirely all-black, and 200 you can see above. Anything higher yields weird spots.

(RemapColors rcRANGE 254 64 165 96) -- mask color, range start, range end, addition.

Given a picture with this palette.

(RemapColors rcGRAY 254 75) -- mask color, percentage.

Soda pressing.

(RemapColors rcPERCENTGRAY 254 75 120) -- mask color, percentage, brightness.
No visual. Applies both rcPERCENT and rcGRAY effects at once.

No, I won't stop calling it that >:3

7
Looking at ScummVM, you must mean stopGroop's client property.

8
In MM, you have three kids, one forced and the others chosen from a larger set on startup. At any point you can switch to another kid, and give items to eachother. Who you pick changes certain puzzles.

In DOTT, you play three fixed kids (though the original idea was to let you choose), where one is in the past, one in the future, and one in the present. Initially, only one is available but you quickly unlock the past kid, and then the future. You can pass items to eachother freely, as long as the kids can reach their time machines -- the future kid initially cannot do so easily.

9
Not very unique at all if you consider Maniac Mansion and Day of the Tentacle which, unlike Larry 3 and 5, let you switch at any point.

10
AGI Development Tools / Re: WinAGI 1.1 BETA available for download
« on: May 21, 2017, 08:29:55 PM »
Ah, OCX in later Windowses. One of the reasons I switched to C#.

11
Just for reference, here's my result of studying how Larry 5 did it:

Code: [Select]
;; MAIN.SC
;; =======

(procedure (SelectEgo who)
(switch who
(23
(= gEgo Larry)
(= gIsLarry 1)
(User alterEgo: gEgo)
(gEgo setUpInv:)
)
(24
(= gEgo Patti)
(= gIsLarry 0)
(User alterEgo: gEgo)
(gEgo setUpInv:)
)
)
)

;; (class LSL5 of Game
(method (startRoom param1)
((ScriptID DISPOSECODE_SCRIPT) doit: param1)
(cond
((== param1 200) ; Limousine
(Inv release:)
(gEgo setUpInv:)
)
((IsOneOf
param1
160 ; PornProdCorp Lobby
170 ; Larry's office
180 ; File room
190 ; Outside PPC
; Basically, any place that you control Larry in.
)
(if (not gIsLarry)
; We're not currently Larry, but we should be.
(DisposeScript 24)
(Inv release:)
(gIconBar curInvIcon: 0)
(gIconBar curIcon: (gIconBar at: 0))
(SelectEgo 23)
)
)
(gIsLarry
; We are now Larry, but should be Patti.
(DisposeScript 23)
(Inv release:)
(gIconBar curInvIcon: 0)
(gIconBar curIcon: (gIconBar at: 0))
(SelectEgo 24)
)
)
(gIconBar enable:)
(super startRoom: param1)
; Camcorder stuff left out.
)


;; LARRY.SC and PATTI.SC
;; =====================

;; (class Larry/Patti of Ego
(method (setUpInv)
((ScriptID 19 0) doit: 23) ; or 24 for Patti
)


;; LLINVITEM.SC
;; ============

(method (doit param1)
(switch param1
(23
(Inv
add:
Camcorder
Battery_Charger
; ...
invLook
invHand
invSelect
invHelp
ok
eachElementDo: #highlightColor global141
eachElementDo: #lowlightColor global139
eachElementDo: #init
state: 2048
)
)
(24
(Inv
add:
DataMan
Reverse_Biaz_DataPak
P__C__Hammer_DataPak
; ...
invLook
invHand
invSelect
invHelp
ok
eachElementDo: #highlightColor global141
eachElementDo: #lowlightColor global139
eachElementDo: #init
state: 2048
)
)
)
)

12
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 06:17:35 PM »
Got stuck guessing the verb on refueling the tractor... but that's actually good because somehow, even after my usual Unity precautions, my laptop was running pretty damn hot.

That's an accomplishment. My cowboy hat's off to you, Phil.

13
Regarding the inventory, it may be a good idea to check Larry 3 and 5.

14
AGI Development Tools / Re: WinAGI 1.1 BETA available for download
« on: May 18, 2017, 12:14:52 PM »
Your link says 1.1.1, but the file is 1.2.1 :3

15
Added to the background archive: Maniac Mansion v2, Zak McKracken v2 and FM-Towns, Last Crusade EGA, Sam and Max.

Pages: [1] 2 3 ... 63

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

Page created in 1.238 seconds with 20 queries.