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Messages - troflip

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1
SCI Syntax Help / color names
« on: Today at 12:42:43 AM »
Any idea why Brian used the odd color names he did in the code (For SCI0)? e.g. fuchsia, purple, maroon... when the actual color names are well known?  ( https://en.wikipedia.org/wiki/Enhanced_Graphics_Adapter#Color_palette - and presumably the names used in AGI too )




2
SCI Syntax Help / Re: Inventory views
« on: Yesterday at 02:38:24 PM »
It's described briefly in the inventory tutorial:

http://scicompanion.com/Documentation/Tutorial/UseInventory.html



3
SCI Development Tools / Re: Custom-building your own SSCI
« on: October 07, 2017, 02:50:09 PM »
Yes, you will.

4
SCI Development Tools / Re: Custom-building your own SSCI
« on: October 07, 2017, 02:26:48 PM »
If you're still working on this, other than the x/y axis flipping (which is useful for having mirror or floor reflections), you can:

- have a flag that says ignore the priority comparison when drawing a view (so it always draws)
- have a flag that tells a view not to write to the visual screen (combined with the above, useful for cutting out holes of lower priority in a scene... like for a window)
- have a flag that tells a view not to write to the priority screen (lets you apply a "decal" onto a surface of varying priority)
- have a flag that inverts the priority compare (why would you do this? I have a crazy reason to do this)

5
SCI Syntax Help / Re: Interface overhaul/stripdown (like Myst)
« on: August 09, 2017, 03:23:37 PM »
That's why I was just thinking of simplifying the process and handling evMOUSEBUTTON events manually when hovering over certain polygons. I don't need all those verbs. I just need "when mouse hovers here, change cursor VIEW and do a thing when clicks."

I think all the interaction functionality you need is already there. Features have a setOnMeCheck to which you can provide a polygon:

http://scicompanion.com/Documentation/Classes/Feature.html?highlight=setonmecheck

(or you can provide nsRight/nsLeft, etc..., or control colors, or whatever)

Then just pick a particular verb to leverage, and put your code in the feature's doVerb responding to that verb.
Or make a new method called onClick or something, and change the code that calls doVerb to call that instead.

6
Feature request. Import CUR and ICO files as VIEWs (or CURSORs in SCI0/1 games maybe?).

If you have another program that can view them, you should just be able to copy paste into a view in SCI Companion (assuming that program can copy an image onto the clipboard).

Quote from: MusicallyInspired

I thought there were two different versions of the documentary, though. One entirely in Studio Script and one entirely in Sierra Script?

Not that I recall...

7
Nothing SCI does is very complicated these days. This sounds like pretty much any engine or framework today. Unity, Unreal, Monogame, SDL, AGS, etc...



8
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 01:04:15 PM »
If this is just a one-off, you could also just build a dialog from scratch, like the inventory dialog does. That way you don't need to mess around with Print.

I think some of the Sierra games even come with a dialog editor that will let you place buttons and text, and then spits out the code. I forget which though...

9
lol, no worries, it's not a bragging contest, I'm just using it to keep track of the size increase, and to get a rough idea of the scope of my game vs the Sierra ones.

My numbers are still a bit fudged anyway... many pics are just rough placeholder line drawings, wireframe test rooms, or old art. 

Now after integrating Void Quest into Cascade Quest:

Code: [Select]
Game KQ4 KQ1 SQ3 LB1 CQ-7/16 CQ11/18 CQ-2/24 CQ-6/10 CQ-6/26
Pics (KB): 866 570 460 522 280 317 361 398 415
Pic count: 150 86 115 88 81 84 91 99 102
Views (KB): 1340 784 709 1370 586 712 890 1040 1190
Text (KB): 135 109 103 327 89 110 119 132 156
Scripts (KB): 369 389 345 577 196 231 256 312 375

10
Code: [Select]
Game KQ4 KQ1 SQ3 LB1 CQ-7/16 CQ11/18 CQ-2/24 CQ-6/10
Pics (KB): 866 570 460 522 280 317 361 398
Pic count: 150 86 115 88 81 84 91 99
Views (KB): 1340 784 709 1370 586 712 890 1040
Text (KB): 135 109 103 327 89 110 119 132
Scripts (KB): 369 389 345 577 196 231 256 312

11
Forum Support and Suggestions / Re: Game Reviews and Suggestion
« on: June 01, 2017, 12:52:31 PM »
Can you provide a 'n/a', and just exclude it from the score (pun intended) in that case?

12
It's possible I'm hitting some limit with the size that the format allows. How large was your resource.001 file when it happened? (or the resource.map?)

13
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 10:15:43 PM »
The beginning of it inside of the cabin reminded me of Farm Nightmare. I have not had a lot of time to play more than just a few minutes, but looking good.

Haha, it does a bit. I think for Farm Nightmare I swiped a background from one of the Quest for Glory games or something. This time I made it from scratch.

14
Everything-Else / Re: The Witness
« on: May 21, 2017, 10:00:31 PM »
I liked it a lot, but not as much as Braid. Might have been just because I had my hopes set too high (or maybe I remember Braid as being better than it was).

15
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 06:37:06 PM »
Yeah, I figured out the points issue. I'll upload a fix tonight.

I'll also look at the bug with the picture frame. Someone who playtested it ran into that, but I hadn't been able to repro it.

And you did reach the proper ending. That was intentional (it wasn't because I ran out of time). Well, I guess I wanted a bit more of a cutscene at the end, but...

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