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Messages - gumby

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1021
SCI Syntax Help / Re: Change 'title bar' within game
« on: July 15, 2010, 09:23:25 PM »
Yep, I'm 'hard-coding' a local variable in the room scripts that holds the room name and right before calling the doit(), I set a global variable (that lives in the main script) setting it to the value of the room script local variable.  I basically mirrored the gRoomNumber variable with a gRoomName variable in the main (which I set upon init() of the room) and then call the doit().

1022
SCI Syntax Help / Re: Change 'title bar' within game
« on: July 15, 2010, 08:25:29 AM »
Followup:  Got this working exactly how I wanted it.  I moved the
Code: [Select]
(SL:doit())
into the init method of the room scripts.  Immediately prior to calling, I set a global variable with the room name and modified the output of the status line to utilize the variable.  The only hiccup is that I had to initialize the global in the init method of the main script (to simply an empty string) because apparently the status line gets called prior to calling any room scripts.

1023
SCI Syntax Help / Re: Change 'title bar' within game
« on: July 14, 2010, 09:42:29 PM »
Thanks, works perfectly.  Previously, I was able to find the code in the main script responsible for displaying the status line, but wasn't sure how to make it update (I guess it's probably no different than updating the score).  Thanks again.

1024
SCI Syntax Help / Change 'title bar' within game
« on: July 13, 2010, 07:04:58 PM »
Is there any way to replace the title of the game with some other text?  I'm specifically thinking about indicating what room the actor is currently in, so it would have to happen upon init of a room, I suppose.

1025
Yeah, I corrupted the game by rebuilding while it was running within companion.  Next time it happens, I'll go looking for the 'backup' resource files.  Thanks for pointing me in the right direction.

1026
Does this technique only work for fixing SCI Studio (not Companion) environments?  I've corrupted my own work several times now, and I was unsuccessful at recovering (admittedly, I only attempted to recover after the first failure).

Let's hear it for regular backups people!

1027
So... has anyone put together a script which cleanly allows adding and dropping objects from inventory?  I ask because if nobody has, I will.  I am new to developing SCI games, but am becoming quickly entrenched in the process - I was thinking of putting together a boilerplate script that would be called upon initialization of the room that would go through all the objects in the game and display any that were currently in the room.  This would involve tracking all objects at the game level, i.e. a script that would maintain the location/state of objects throughout during gameplay.  A 'drop object' action would have to be implemented so that the actor would be able to drop the object without colliding with other props/resources on the screen (basically the reverse of the 'take object' functionality).  A binding of views between the 'room' view and the 'inventory' view for a single object would also be necessary.

Am I on the right track here?  Any suggestions?

1028
SCI Community How To's & Tutorials / Re: Simple Automatic doors
« on: June 16, 2010, 09:12:54 PM »
Ah!  Sure enough, I was missing something.  The colors are all enumerated here in the tutorial 'Advanced Use of Control Areas'.

http://sciprogramming.com/tutorial/tchapter8.html

I highly recommend anyone wanting to do anything special with doors (or any other control based logic) to read this section!

1029
SCI Community How To's & Tutorials / Re: Simple Automatic doors
« on: June 15, 2010, 09:54:33 PM »
I have no problem setting up a single autodoor, but will the autodoor script support multiple doors in a single room?  I attempted to set the roomCtrl & doorCtrl values in the initialization, but all hell broke loose when I have multiple doors.

Furthermore, looking at the default values for the roomCtrl & doorCtrl (4 and 2, respectively) in the autodoor script, they don't make sense to me.  It seems to me that the roomCtrl should have the value of 2 (for green) and the doorCtrl should have the value of 1 (for blue).  Maybe these values have nothing to do with the colors...  or do I need to specify something additionally in a color pallet somewhere?

1030
Exactly, all the game logic would hopefully be ported and complete.  Rooms map one-to-one between the original and the new game. 

I'm actually hopeful that if a large enough library of views for props (a sword, lantern, sack lunch, etc) were created, these could also be 'injected' into the correct holding room.  These same objects could be used between games.  Of course, the end-game developer would probably want to make their own pics, but it would be a great starting point.

I've put in 108 'stub' rooms (the # of rooms in Zork) and when you enter the room and type 'Look', it will give you the original description from the game (pretty cool).  That's the meat of what I've completed so far.

I'm currently working on the 'oddball' room navigations (north-east, north-west, south-east, southwest).  I've settled on utilizing autodoors in the corresponding corner of the room and then editing the room's control view (not manually of course).  I've been getting quite chummy with my favorite hex editor & picture resources...





1031
I've been working on a project for about the last month or so on porting text adventure games (specifically z-machine games - more specifically, Infocom games) to SCI.   

My approach is to take a compiled z-machine game, decompile it, parse it and generate all the bits and pieces needed for an SCI game - all programatically.  I'm starting with Zork and so far I've created all the rooms and have the 'cardinal' navigation worked out (N S E W directions) & preserved all the original room descriptions.

So the gist of the project is that I'm creating a tool that one could point any z-machine game at and out pops a usable SCI game with all the game logic.  Obviously, there are some things that cannot be generated automatically - namely the artwork.

I'm doing this for the programming challenge - I don't believe that these games will in any way be superior to their originals.  I grew up with Infocom & Sierra games and they stand on their own merits - I just want to see if this is possible.

I figured I'd reach out to the SCI community and see if there would be interest in this.  If there is enough interest, I'd probably create a website for tracking the current status of the project, etc.

-Gumby

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