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Messages - gumby

Pages: [1] 2 3 ... 59
1
Making good progress.  I've worked out item take/drop functionality, 'containers' (like the mailbox), and conditional functionality.  Really standard stuff except for how I implemented take/drop.  No graphics work yet -
 avoiding it because I find it excruciatingly hard.

So far I've got good completion on the house region, mostly done up to the Living Room. 

2
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: June 22, 2017, 07:39:40 AM »
The one on the right gets my vote.

3
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 07:54:50 AM »
= btnY (+ 4 (send hButtons[paramCnt]:nsRight)) should really be nsBottom at the end there I think ;)

Yes or possibly nsTop.  Either way that line probably needs to change.

4
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 15, 2017, 10:51:11 PM »
No problem.  I think I've found where you want to make some changes - in the Print() procedure, the block below needs to change.

Here's the original code:
Code: [Select]
(while(< paramCnt buttonCnt)
(send hButtons[paramCnt]:moveTo( btnX (send hDialog:nsBottom) ))
(send hDialog:add(hButtons[paramCnt]))
= btnX (+ 4 (send hButtons[paramCnt]:nsRight))
++paramCnt
)

You'll want something like this (completely untested):
Code: [Select]
(while(< paramCnt buttonCnt)
(send hButtons[paramCnt]:moveTo(  (send hDialog:nsLeft) btnY ))
(send hDialog:add(hButtons[paramCnt]))
= btnY (+ 4 (send hButtons[paramCnt]:nsRight))
++paramCnt
)

Basically switch out the btnX variable for a btnY.  So instead of shifting the buttons right on the X-axis, we just shift the buttons down the Y.

5
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 15, 2017, 07:56:07 AM »
Yes, you need to hack up the Print() procedure in Controls.sc.  I did something similar with aligning controls here:  http://sciprogramming.com/community/index.php?topic=1697

6
Yeah, I think you've nailed it.  My resource.000 pre-corruption is 32,732 KB.   Getting really close to the max for signed ints.

7
Just ran into this problem multiple times.  I'm using source control so it wasn't too painful. Each time I rolled back to a previous commit it would clear the issue temporarily but then it would resurface a few script compiles later.

I believe that the issue is that the resources hadn't been rebuilt in a long time.  Ever since I've done a rebuild the error hasn't reoccurred.

8
Working on Zork, specifically scaffolding for moving objects between rooms - in some ways similar to the inventory.  The one thing of note is that all corresponding view instances are created dynamically when a room is init'd.

9
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 22, 2017, 08:12:27 AM »
I scored 99 - I also think I experienced some score fluctuations, but not exactly sure when/where.

10
The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 02:50:07 PM »
I like what you've done with the engine.  In full screen it looks really good and I appreciate the 'Classic Controls' option.

Haven't gotten very far in the game itself, only 12 points in.  Very good stuff!

EDIT:  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.

11
Working on a first-person SCI 1.1 version of Zork.

12
SCI Syntax Help / Re: Drop inventory item (SCI 1.1)
« on: March 23, 2017, 09:16:41 PM »
I figured it out, though not sure if it's the best way:

Code: [Select]
   (gGame handsOff:)
   (gEgo put: INV_LEAFLET)   ;Remove item from inventory
   (leaflet show:)                     ;Display the prop in the room
   (gGame handsOn:)

If I dig into those methods in the Main script I can probably make it simpler.

13
SCI Syntax Help / Drop inventory item (SCI 1.1)
« on: March 23, 2017, 08:27:21 PM »
I have chosen an item from my inventory and I want to drop it in a room.  The item is selected from inventory and the mouse cursor is changed to represent the item the ego is holding. 

Here's what I have in the doVerb method (conditional logic removed for clarity):
Code: [Select]
   (gEgo put: INV_LEAFLET)   ;Remove item from inventory
   (leaflet show:)                     ;Display the prop in the room

What I can't seem to figure out is how to get the mouse cursor (a leaflet) to change back to say the look or walk icon & have the verb change as well.  I can set the cursor manually:

Code: [Select]
   (gGame setCursor: 996 1)

But that doesn't change the verb, and I'm sure this isn't the right way to be doing this. What am I missing here?

14
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: March 23, 2017, 06:58:18 PM »
Road lines look too long.  Maybe half the length?

15
#6 does it for me.  Nice contrasts.

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