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Messages - scott_furphies

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I've been using the same syntax for calling a state change as I would usually use in a room script, only in Main for some reason it will only run the first case.

Today i tediously duplicated the code in every script for the global animations I wanted, which is good in some ways, as there will need to be modifications depending on the context, and bad in other ways, like if i make an alteration or correction later i will have to alter it in every instance.

I think it's better this way, since the block of code for these animations are short, and there are problems which arise when say, checking your watch while sitting down, which obviously needs a modification from the standing up version.

--EDIT: I've noticed a similar problem when trying to call a RoomScript:changeState from within a RoomScript case, like if I want to combine different animation loops for different purposes. The first case is called but it will never progress to the next case.

Once again, this is easily resolved by simply making more customised RoomScript cases.

SCI Community How To's & Tutorials / Global animations using changeState
« on: October 12, 2020, 01:15:53 AM »
Hi all,
I've run into a problem with something I expected to be very straightforward, but perhaps I've got completely the wrong idea.

I want to set up some global animations for things the player can do in any room, eg drink a potion or open a map etc.
This is usually easy to implement in a room script using the Roomscript:changeState/switch method. I figured that I could do the same thing in my main script and activate the state I want with my global said statements. This works fine except it will only run the case which I call from the said statement without going to the next case after =cycles x or =seconds x.

Is there something fundamental I'm misunderstanding about the main script which makes this method not work here? Is there a better way to rig up global animations?

Thanks in advance for your help!

--Edit: I'm still interested to know the answer, but after thinking about this a lot I don't see the benefit of having animation in the main script, as opposed to copy/pasting it into every room script- surely the effect would be the same on the heap, plus i can think of a few situations where you don't want those global animations, eg underwater or in the dark.

SCI Community How To's & Tutorials / Re: Dosbox Run - backup
« on: September 30, 2020, 09:03:50 PM »
Thanks Collector! That's the run I need!

SCI Community How To's & Tutorials / Re: Dosbox Run - backup
« on: September 30, 2020, 08:29:57 PM »
I'm aware that companion can run the game, but SciAudio wasn't starting with companion.
I tried numerous approaches, and the only thing that worked was run.exe.

I'd really appreciate some constructive suggestions,

SCI Community How To's & Tutorials / Dosbox Run - backup
« on: September 30, 2020, 07:57:25 PM »
Hi all!
I realised the other day that my game folder was HUGE and when I looked around I realised that it was backing up my game files every time I run the game! I was worried for a moment my game would require more floppies than King's Quest XXXXVIII!

How do I get run.exe to stop backing up my game files?

Hi Gumby, that article is a super useful reference. I've realised the solution is simple,
                                          Print(10 305 #title a #at q w)
easily for "who is ken". Thanks for your patience! I'm pretty new to this!

One more thing Gumby, nice work on SciAudio! Took me a while to get it to work, but it adds so much to the game! Very cool.

I've been meddling with the vocab a bit...I'll try a few things.
Okay, if I have "is" set as an indicative verb, is seems to work for both "is sierra" and "who is sierra", i'm now noticing a problem with nouns:

"is shoe" works fine, but
"who is office" doesn't. I'm noticing a similar inconsistency with nouns I have entered for some reason

specifically what I want is to be able to ask:
"who is george"
but also
"is george a robot" and for some reason I can't get this to work!
"is sierra a shoe" doesn't seem to work either. Hmm, this task is causing me to detach from the English language in a weird way. I like it!

I'm having fun rigging up my 'talking mode' thing.

Basically the user experience is, you type 'hello bob!', ego moves to a specific area and you get the message "Hi, bob!" over ego's head. Bob replies, and now the input bar (which previously says "Action:") says "Say:", the mouse cursor changes to a speech bubble, and you can no longer move the ego, just enter typed commands, phrased as questions. (eg: "Where is the shop?" "How are you feeling?" "How do I get the dog into the hanging basket?" etc)

This is all going pretty well, although I'm realising why Sierra generally didn't have a lot of dialogue in their SCI.0 games, these room scripts get big pretty fast! Probably I'll end up turning these conversations into modules so that the conversations can be totally different at later times in the game.

There's also a bunch of global variables so the game knows if you've seen, said, or learned something to open up more dialogue options, kind of like a dialogue tree.

basically it's all broken into 'where, how, when, what' sections, with some 'anyword/noun' ones for statements ("the dog is hungry"). This is all going fine, but the only one I have trouble with is "is" statements, eg "Is it hot in here", "Is Joey stupid" etc. The parser does not like sentences which start with "is" for some reason, no matter how much I meddle with the vocab resource. Any ideas why this could be?

Awesome, so much good advice here! That vanishing point thing is surprisingly simple and cool - I had no idea the concept of a vanishing point would be used in those games!
Thanks, everyone for your help!

Cool, I'll have a look - still not sure how to read the script files of genuine Sierra games, is there another piece of software I'm missing?

Thanks, Cosmic, I'll take a look at these - I'm definitely into the idea of more than the standard 4 walking loops! What I was actually thinking was having the up key result in a diagonal direction in certain rooms.

As for changing the 'Said parameters', do you mean when I'm writing out the actual if-said statements, or is there there a script which deals with the sentence syntax I need to look at?

Thanks again!

Hi all,
this is my first post here, many times I've been about to ask for help I've had another last look and been able to figure it out for myself. Sci programming is wonderfully intuitive like that!

There's a few things on my Sci-wish-list I haven't been able to tackle, and I was hoping I could get a few nudges in the right direction!

1 - In certain rooms up and down arrow will result in diagonal movement. Codename: Iceman has this in one or two of the beach rooms at the beginning. it's subtle, but saves a lot of up-left-up-left movement to get through a narrow 45 degree angle path.

2 - Change colour of the title bar from grey to red. I've seen a lot of complicated stuff in fan games for customizing windows, I actually like the look of the windows as they are (Reminds me of Space Quest III) but the grey clashes with the look of the game I'm creating.

3 - This is probably a hard one, which I've basically given up on. Is there a way to ask questions to the parser? It would be cool if it switches to 'conversation mode' when you 'talk to' a character, and now you can say 'where is the lighthouse' instead of 'ask about lighthouse', which is more clunky and I think less intuitive for the player.

Thanks for any help I can get!

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