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Messages - gumby

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1
Click either the 'V' (visual), 'P' (priority) or 'C' buttons and use the color picker there.  You'll also need to click the checkbox next to the V/P/C buttons for the draw commands to actually be drawn on the screen(s) you want.

2
SCI Syntax Help / Re: Views with more than 64 colors
« on: August 02, 2018, 07:09:43 PM »
Setting the additional colors in the 999 palette didn't work for me initially.  However, once I trashed my first version of the view and started from scratch w/999 it worked without a hitch.  Thanks Kawa.

3
SCI Syntax Help / Views with more than 64 colors
« on: August 02, 2018, 07:57:29 AM »
I have a need for a view that will be used in multiple rooms and the built-in 64 colors aren't enough so I created a view using the first 112 palette entries.  My rooms share the same first 112 palette entries and the remainder of the palette is used for the room colors.

In the room I init the view and it nukes the current room palette, the only thing I've found that allow for the room and view to display propertly is to force the palette to be updated in the doit method.

Code: [Select]
  (method (init)
(super init:)
(thief init:)
)

(method (doit)
(Palette palSET_FROM_RESOURCE 0)
)

This feels wrong to be making the call in the doit.  I did try using a changeState method in a room script, but that didn't work - looks like the view's palette overrides the room palette.  Is there a better way to be doing this?

4
SCI Syntax Help / Repeat, continue, break
« on: July 15, 2018, 06:34:24 PM »
Just found that this combination of commands work perfect for a goto replacement.  Continue and break I'm familiar with in multiple languages, but repeat was a new one to me.  More elegant than a (while (== 1 1) loop.

5
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: June 27, 2018, 08:28:40 PM »
Very nice.

6
SCI Development Tools / Re: Creating PICs with palette cycling
« on: June 01, 2018, 08:44:14 AM »
"Contour-filled gradients".  That states exactly what I was missing - trying to draw a gradient line or area pixel-by-pixel makes no sense, which I figured.  Been going about it the wrong way for sure.

7
SCI Development Tools / Re: Creating PICs with palette cycling
« on: May 31, 2018, 06:19:38 PM »
Awesome, thanks.  I'll check out the video and let you guys know how it goes.

8
SCI Development Tools / Creating PICs with palette cycling
« on: May 30, 2018, 06:54:37 PM »
I've been playing with palette cycling and realized very quickly how time consuming it can be to setup the overlay pic.  I'm looking for suggestions as to how to effectively create the overlays, because drawing pixel-by-pixel is pretty laborious, considering that one needs to change the drawing color each time (for something like the example in the Companion help file - specifically a water effect).

I've been doing everything outside of Companion with Paint.NET, but it isn't cutting it.  My basic process is to create two layers, load the background image as one layer and use another layer for the overlay.  I create the overlay by drawing a pixel, changing the pen color, draw another pixel, rinse-and-repeat.

Anyone done any development in this area that can recommend a more streamlined process or a particular tool-set that would help?

9
I've been continuing work on Zork since the initial release, looking to have a final release before the end of the year.  The pics, views and message resources are about 80% complete, still a lot of logic work in the room scripts to get fleshed out.

Here's the current stats of the resources:

Total package size:  7296KB
 86      Views: Total size:  697KB (9.57% of total)
116       Pics: Total size: 6223KB (85.29% of total)
216    Scripts: Total size:  144KB (1.98% of total)
 47      Texts: Total size:   10KB (0.14% of total)
  2     Sounds: Total size:    9KB (0.13% of total)
  4     Vocabs: Total size:   16KB (0.23% of total)
  8      Fonts: Total size:   21KB (0.30% of total)
  4    Patches: Total size:   26KB (0.36% of total)
 12   Palettes: Total size:   12KB (0.17% of total)
135   Messages: Total size:   65KB (0.90% of total)
  2       Maps: Total size:    0KB (0.00% of total)
222      Heaps: Total size:   67KB (0.93% of total)

10
Found minor bug (v. 3.1.0.3).  When creating a new room (File->New->New Room), the public variable for the room gets created twice:

Example:
Code: [Select]
...
(use System)

(public
rm800 0
rm800 0
)

(instance rm800 of Room
...

11
Thanks for the new build, appreciate it.

12
Workaround no-workie.  I tried various flavors of no-ops, couldn't get it to clear the issue.  I'll try a build next.

[Edit]:  Correction, I was able to clear the issue.  'Initializing' the string works perfectly:

Code: [Select]
    (StrCpy @temp50 "")
(Format @temp50 {%s %d} @temp0 gScore)

Which is strange because I vaguely remember doing this before in other circumstances, probably for the same reason (SCI0 games).  This may be a really, really old bug going back to Companion 2?

13
This seems to be an issue with the template game.  I started with a brand new game and incrementally added variables to main.  Here are the results:

Code: [Select]
        ...
[gFlags 14]                 ; Start of bit set. Room for 14 x 16 = 224 flags.
gEdgeDistance =  10         ; Margin around screen to make it easier to walk the ego to the edge.
gDebugOut

test1
test2
test3
test4
test5  ; LB2FTRINIT
test6
test7
test8
test9
test10
test11
test12
test13
test14 ; LB2DOVERBCODE
test15
test16
test17
test18
test19
test20
test21
test22
test23 ; CHECKICON
)

After adding 5 variables, the status bar reads LB2FTRINIT, after 14 'LB2DOVERBCODE' and after 23 'CHECKICON'.  Seems like the problem goes away if I remove the Message call in statusLineCode in favor of copying a string into @temp0 (tested with adding 50 variables to Main and couldn't recreate issue) - but I may have just 'moved the problem around'.

Code: [Select]
(instance statusLineCode of Code
(properties)

(method (doit &tmp [temp0 50] [temp50 50] temp100)
(= temp100 (GetPort))
(SetPort -1)
(Graph grFILL_BOX 0 0 10 320 VISUAL 5 -1 -1)
(Graph grUPDATE_BOX 0 0 10 320 VISUAL)
;;;(Message msgGET 0 N_TITLEBAR 0 0 1 @temp0)
(StrCpy @temp0 "Dummy")
(Format @temp50 {%s %d} @temp0 gScore)
(Display @temp50 dsCOORD 4 0 dsFONT gFont dsCOLOR 6)
(Display @temp50 dsCOORD 6 2 dsFONT gFont dsCOLOR 4)
(Display @temp50 dsCOORD 5 1 dsFONT gFont dsCOLOR 0)
(Graph grDRAW_LINE 0 0 0 319 7 -1 -1)
(Graph grDRAW_LINE 0 0 9 0 6 -1 -1)
(Graph grDRAW_LINE 9 0 9 319 4 -1 -1)
(Graph grDRAW_LINE 0 319 9 319 3 -1 -1)
(Graph grUPDATE_BOX 0 0 10 319 VISUAL)
(SetPort temp100)
)
)

14
Good idea, thanks.  I started the game up in ScummVM and found some unrelated issues with some scaler calls (which I was able to temporarily remove) but the problem with the status bar remains.  Just a 'icon8' in the upper left corner.

Guess I'll start rolling back my code and see if I can isolate when the problem crept in.

15
Trying to track down the problem is proving to be difficult.  Printing out the buffers in the status line code causes the problem to not manifest itself consistently - being an observer is changing the outcome.  At one point my debug print statement was showing that the gMaxScore variable was a large number.

I can also make the problem 'go away' by increasing any of the buffers declared in the statusLineCode method by a significant enough amount  (like increase temp0 from 50 to 55, or temp50 to 55 or tmpScore buffer from 8 to 18).  Everything I do just moves the problem around, not convinced that any change I make actually fixes the problem.  I'm doing something very wrong somewhere (maybe not even in statusLineCode) that works despite itself most of the time.

Here's my code, maybe you guys can see something that I'm overlooking:

Code: [Select]
(instance statusLineCode of Code
(properties)

(method (doit &tmp [temp0 50] [temp50 50] temp100 [tmpMoves 10] [tmpScore 8])
(= temp100 (GetPort))
(SetPort -1)
(Graph grFILL_BOX 0 0 10 320 VISUAL 5 -1 -1)
(Graph grUPDATE_BOX 0 0 10 320 VISUAL)

(Message msgGET gRoomNumber 61 0 0 1 @temp0)  ; 61 = N_TITLEBAR in room messages
(Format @tmpMoves "Moves")
(Format @tmpScore "Score")
(Format @temp50 {Zork I %s %10s:%4d %8s:%3d/%3d} @temp0 @tmpMoves gMoves @tmpScore gScore gMaxScore)

(Display @temp50 dsCOORD 4 0 dsFONT gFont dsCOLOR 6)
(Display @temp50 dsCOORD 6 2 dsFONT gFont dsCOLOR 4)
(Display @temp50 dsCOORD 5 1 dsFONT gFont dsCOLOR 0)
(Graph grDRAW_LINE 0 0 0 319 7 -1 -1)
(Graph grDRAW_LINE 0 0 9 0 6 -1 -1)
(Graph grDRAW_LINE 9 0 9 319 4 -1 -1)
(Graph grDRAW_LINE 0 319 9 319 3 -1 -1)
(Graph grUPDATE_BOX 0 0 10 319 VISUAL)
(SetPort temp100)
)
)


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