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Messages - Doan Sephim

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1
SCI Syntax Help / Re: Interface overhaul/stripdown (like Myst)
« on: August 08, 2017, 11:10:35 PM »
I use a bit of that kind of coding in Betrayed Alliance, particularly the door puzzle, the evil ghost puzzle, and the rotating tower. My code probably isn't optimized, but it could be of use. The source code is included in the download

2
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: June 22, 2017, 07:24:27 AM »
I find the one with short hair more appealing.

3
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 02:16:10 PM »
Okay. I've got it nailed down and working correctly.

Here's the code I ended up with:
Code: [Select]
= btnY (send hDialog:nsBottom)
        (while(< paramCnt buttonCnt)
  (send hButtons[paramCnt]:moveTo( (+(send hDialog:nsLeft)4) btnY ))
  (send hDialog:add(hButtons[paramCnt]))
            = btnY (+ 4 (send hButtons[paramCnt]:nsBottom))
  ++paramCnt
   )
Setting the value of btnY with (send hDialog:nsBottom) allows here to be multiple lines of text and not having the buttons overlap (that was the problem I had when I had it set to a static number).

Of course, this code instead of the horizontal buttons will lead to all kinds of unintended problems, so I set a global variable to turn this on or off depending on whether I want vertical or horizontal buttons. It will default be off (and so bypass the problems it would cause), but for small things here and there, will work perfectly by just switching the global variable to true when that time comes.

Thanks for all the help.

4
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 09:48:28 AM »
I think I know part of the problem.
"btnY" is not a defined variable in the method, so I had to add it into the variables list. Then I ran the code provided by Gumby, but the btnY variable was never defined, so everything was going wonky (as can be seen in the provided pics)
So I looked for where and how "btnX" was defined:
Code: [Select]
(if(> btnsWidth (send hDialog:nsRight))
= btnX 4
)(else
  = btnX (- (send hDialog:nsRight) btnsWidth)
I thought I would be able to troubleshoot from here, by creating a similar way to define btnY, but let's just say things haven't been going very smoothly.

Any ideas?

EDIT: Very close now. It works well when btnY is arbitrarily set to a value of 16, but I know that that will no longer work if the dialog sentence is two lines or more. I'm trying to figure out how to determine the dialog's height value, but coming up empty.

5
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 09:24:15 AM »
Getting closer

6
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 08:47:57 AM »
Actually, It looks like the Restore method has vertical buttons. I may look at that to see if I can find any clues.

7
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 07:40:07 AM »
EDIT:

Okay. here's what happened. See the attachments. The first is Gumby's untested code. The second is with Kawa's suggested change (which did get all the buttons in the pic in descending order! hooray!) then the 3rd is when I tried to "fix" the problems myself. lol.

8
SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 15, 2017, 05:37:07 PM »
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
I'm really impressed with what you achieved with the edit print. The main reason being after going through the code, I honestly only understand 10% of it at all.

Needless to say, I didn't find the relevant part. I'm not asking you to write the solution for me, but perhaps you could help me zero in on the relevant part(s)

9
SCI Syntax Help / Vertically aligned Buttons
« on: June 14, 2017, 08:58:23 PM »
Buttons in the Print command are default horizontal, which usually looks great, but sometimes I'd like them to be vertically aligned.

Anyone know the trick? I imagine it's simple enough, but it eludes me.

10
What direction was that?
I was trying to install it to Windows then use the companion feature to draw an approximation. Obviously that was the wrong way to go

11
Gotcha. It works just fine. Thanks for the walk-through. I was going about it in the wrong direction!

Thanks again.

12
I attached Wilco Serif.fon back on page 1.
I downloaded it a couple times but have not had any success installing it on my computer or opening it with companion.

13
I'd really like to use that WILCO font for a game I'm working on. Does anyone have the Font Resource I could add to my game's resources?

14
Forum Support and Suggestions / Game Reviews and Suggestion
« on: June 01, 2017, 12:15:26 PM »
I've been going through and playing all the "complete" SCI games here for the lulz and leaving reviews for each of them. That led me to a suggestion:

In order to present these games better to site visitors, these games really should have more reviews than they do. I think I've now reviewed all the "complete" games (except Black Cauldron, which is up next for me to play). I would invite all the "regulars" here to do the same.

The Suggestion I had:
At some point I complained that there was no way for me to grade a game's music and it is now worth 25% of the game's start-score. Since many of the games have no sound at all, it seems a bit harsh to give it  a 1-star rating (and sabotage the overall score) for something that isn't really much of a problem in these types of games. It also feels wrong to give it anything other than a 1-star for music because that would suggest the game has music/sound...Perhaps something like "Overall Presentation" which would included graphics and music, but not rely on either.

Edit: I forgot to mention that some of the games in the "complete" category don't seem to really belong there - such as "Osama Been Skatin" and "SCI Quest" the former which doesn't even qualify as a "game" as far as I can tell, and the latter is little more than the template game.


15
I also updated the sciAudio with the latest version. It has better termination behavior.
While the termination behavior is better, it seems that the first note of each song is truncated. Honestly, I don't mind all that much, but during the squirrel music puzzle, it actually ended up crashing sciAudio :/

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