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Topics - Doan Sephim

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1
Collector put together a page for reviews on the Wiki for Betrayed Alliance.

If you could take a minute to leave a review here, I will update the wiki with your review!

Thanks!

2
SCI Syntax Help / Old SCI0 Template Save Bug
« on: July 05, 2020, 08:41:08 PM »
While patching the old project (Betrayed Alliance book 1) I've run into a Save issue that I have also found in all the old fan games I've seen. If you run out of save spots, and save over a different file, sometimes I've experienced restoring that file only to discover that the new save did not overwrite the old.

I looked at the code for this, but the problem wasn't obvious to me.
Code: [Select]
(method (save)
(var strDescBuf[20], gameNum, oldCursor, hSound)
        Load(rsFONT gSaveRestoreFont)
Load(rsCURSOR gLoadingCursor)

= oldCursor (self:setCursor(gNormalCursor))
= hSound (Sound:pause(1))
(if(GetSaveDisk(TRUE))
(if(gPrintDlg)
(send gPrintDlg:dispose())
)
= gameNum (Save:doit(@strDescBuf))
(if(<> gameNum -1)
= oldCursor (self:setCursor(gLoadingCursor 1))
(if(not SaveGame(objectName gameNum @strDescBuf gVersion))
Print(
"Your save game disk is full. You must either "+
"use another disk or save over an existing saved game."
#font 0
#button "OK" 1
)
)
(self:setCursor(oldCursor HaveMouse()))
)
  GetSaveDisk(FALSE)
)
  (Sound:pause(hSound))
)
Any thoughts?
Also, I know no one still uses the old template, and I am moving on from it myself for the next project. So these problems I'm experiencing with the old template will soon be no more!

3
SCI Syntax Help / Sierra Script Conversion Issues
« on: June 29, 2020, 08:27:57 AM »
A while ago I migrated my Betrayed Alliance 2 project from ye old Studio Script to the Shiny New Sierra Script. It took me a while to go through all the error messages, but it got done and everything compiled nicely!

But, I went to make a quick change to my Main Script, and when I compiled, I got A TON of errors! I've changed all the "TRUE's" to "true" and "FALSE's" to false, but there are a number of issues I don't understand. So my first question is, was there an Sierra Script update memo I missed and my other question is, HELP!?!

  [Error]: Undeclared identifier 'rsFONT' .  Line: 332, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 334, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 335, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 336, col: 8
  [Error]: Undeclared identifier 'SET_CURSOR_VISIBLE' .  Line: 338, col: 35
  [Error]: Undeclared identifier 'SET_CURSOR_VISIBLE' .  Line: 341, col: 29
  [Error]: Undeclared identifier 'gtTIME_OF_DAY' .  Line: 390, col: 29
  [Error]: Undeclared identifier 'rsFONT' .  Line: 424, col: 8
  [Error]: Undeclared identifier 'rsFONT' .  Line: 425, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 427, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 428, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 429, col: 8
  [Error]: Undeclared identifier 'NULL' .  Line: 440, col: 3
  [Error]: Undeclared identifier 'FALSE' .  Line: 455, col: 35
  [Error]: Undeclared identifier 'evKEYBOARD' .  Line: 480, col: 10
  [Error]: Undeclared identifier 'miFREEHEAP' .  Line: 498, col: 18
  [Error]: Undeclared identifier 'miLARGESTPTR' .  Line: 499, col: 18
  [Error]: Undeclared identifier 'miFREEHUNK' .  Line: 500, col: 22
  [Error]: Undeclared identifier 'miLARGESTHUNK' .  Line: 501, col: 18
  [Error]: Undeclared identifier 'evSAID' .  Line: 509, col: 25
  [Error]: Undeclared identifier 'grGET_COLOURS' .  Line: 762, col: 16
07:22:44AM
--------------------------------------------------------
Compiling main.sc failed.
30 errors, 8 warnings.



4
Everything-Else / Covid anxiety
« on: March 30, 2020, 11:40:46 PM »
I don't know about all of you guys, but I've been watching and worried about this thing for a while. My wife was low-key upset with me when I said we should get supplies about a week before shortages, but thankfully she did so anyway. She apologized later, of course.

As a teacher at a lap-top school, I'm happy to be in a job that can work from home and get a reliable pay check. Being at home, working, and taking care of 3 small kids is a lot to do, but I do have my side projects, as many of you know here.

Yet, with all that's happening, the projects I have have never felt more hollow to me. In the limited time I have I get excited to work and brainstorm, but reality pulls me down and zaps me of motivation. Creating things has always been something that brings me a personal joy, which is why I stick to it...but I have to admit, it's been difficult lately. Writing is hard, I feel like I'm somehow getting worse at art (which alarms me!), and working on a EGA parser-based game "just because" feels weird when the world is in upheaval.

I don't have any message here. I think I just wanted to vent some frustrations, for my health. Honestly, it feels better.

Any of you dealing with this stuff?

5
SCI Syntax Help / Parser Syntax Problem
« on: March 30, 2020, 12:48:16 PM »
I'm trying to get the parser to accept "pry open with shovel" but can't seem to get it right.

The best I have is
Code: [Select]
(if(Said('[pry<open]/shovel'))This responds to "pry open shovel" as you might imagine, but I cannot seem to get "with" to work at all.

EDIT: apologies for studio script. BA is an old project, and I'm not interested in converting it all over to sierra script. BA2 on the other hand will not have this issue.

6
SCI Syntax Help / SCI Audio - how to set up a music on/off toggle
« on: February 13, 2020, 08:20:02 AM »
This is mainly a question for Gumby, since he made the SCIAudio script. I was wondering a couple things:
1. How would I set up a volume toggle for the audio. Everything in the script (including volume) is set to -111, and that baffles me.

2. Assuming the volume can be toggled easily, could I do this without having to load the SCIAudio script at all times? Since the volume would be accesed via the menubar, would it be as easy as setting up a global variable and using that in the SCIAudio script?

7
SCI Syntax Help / Setting a Cursor's location
« on: January 10, 2020, 11:27:37 AM »
I'm trying to put the cursor in a certain location, but am having some trouble.

I've used the following code:
Code: [Select]
(send gGame:setCursor(gNormalCursor SET_CURSOR_VISIBLE 279 31))This works in as much as it moves the cursor to the numbers specified, but the problem is that while it moves the cursor to that location, when the player moves the mouse, the cursor jumps back to where it was before I set it. So, the setting of the cursor to a location is only cosmetic and not influencing the actual variables involved.

I've looked and cannot find where the cursor variables are held. Can anyone help with this?

Edit: Sorry for the Studio syntax...I'm working on the patch of my old game, so I'm using the old syntax

8
Disclaimer:
This game is not done, or even nearly done; It's closer to 1% complete at this time. There is no timeline to completion or guarantee thereof.

Development Backstory:
Six years ago was the release of the first part of Betrayed Alliance. While ending on a cliffhanger, I never thought I'd work on it again. I just wanted to release something that would justify all the time I had put into it. Six months after release, I put together a walkthrough and noticed some bugs and issues and filed them away. Two years or so later, I patched the game and had more than a few people playing the game and asking if I'd work on it again. The answer was always, “No.”
But that's when I started getting ideas. Every once in a while, I'd pick it up and work on something. The bug would bite me, and not an irritating programming one, but the creative one that pushed me with motivation.
On and off, I am working on the sequel.

Some Artwork:
After seeing how excellent the artwork was in the fan-made SCI-like project "The Crimson Diamond" I spent some time looking more carefully at some of the artwork from the old SCI games to get a better grasp on how to make my artwork better. One big thing I walked away with was I almost never used the color Black but it was heavily used in a lot of the old games. I doubt I'll be able to reach the level of the old games or the excellent work seen in the Crimson Diamond, but I think I've made some progress.
The Forest are that our heroes escape to at the end of Book 1:



Aside from the forest, I have to fill in much of the lower half the game's map (Only the top half was created/utilized for the first game):



The Southern Castle (Nothing to show of this area yet)

Getting to reuse areas from the 1st game feels great as I won’t have to recreate those resources (although slight alterations will probably take place)

Expectations:
I'm just posting this as a place to post artwork, ideas, and milestones.

I'm open to all forms of criticism.

9
SCI Syntax Help / Where'd my buttons go (Sierra Script Conversion)
« on: June 11, 2019, 07:12:48 PM »
All Scripts are now converted and without error message, and yet...
See attachment
Here's the code I was using from the Controls Script:
Code: [Select]
(method (setSize &tmp [rect 4])
(TextSize @rect text font)
(= [rect rtBOTTOM] (+ [rect rtBOTTOM] 2))
(= [rect rtRIGHT] (+ [rect rtRIGHT] 2))
(= nsBottom (+ nsTop [rect rtBOTTOM]))
(= [rect rtRIGHT] (* (/ (+ [rect rtRIGHT] 15) 16) 16))
(= nsRight (+ [rect rtRIGHT] nsLeft))
)
(method (draw &tmp x y x2 y2 w h [rect 4])
; Calculate the areas
(= x2 (- nsRight 8))
(= y2 (- nsBottom 8))
(= w (- nsRight nsLeft))
(= h (- nsBottom nsTop))
(TextSize @rect text font)
; Draw the side borders
(for ( (= y (+ nsTop 8))) (< y y2)  ( (= y (+ y 8))) (DrawCel gWB 0 4 nsLeft y -1) (DrawCel gWB 0 6 x2 y -1))
; Draw the top and bottom borders
(for ( (= x (+ nsLeft 8))) (< x x2)  ( (= x (+ x 8))) (DrawCel gWB 0 5 x nsTop -1) (DrawCel gWB 0 7 x y2 -1))
; Draw the corners
(DrawCel gWB 0 0 nsLeft nsTop -1)
(DrawCel gWB 0 1 x2 nsTop -1)
(DrawCel gWB 0 2 nsLeft y2 -1)
(DrawCel gWB 0 3 x2 y2 -1)
; Draw the text
(Display
text
dsCOORD
(+ nsLeft (>> (- w [rect rtRIGHT]) 1))
(+ (+ nsTop (>> (- h [rect rtBOTTOM]) 1)) 1 dsCOLOR)
gWndColor
dsBACKGROUND
clTRANSPARENT
dsFONT
font
dsWIDTH
[rect
rtRIGHT]
)
)

10
I'm currently going through and fixing some errors in the conversion of Betrayed Alliance from Studio script to Sierra Script and I keep coming up against the same error message.
In Studio, I can can
Code: [Select]
(squirrel:setMotion(MoveTo(squirrel:x) (squirrel:y))) and it's all good to go
In Sierra,
Code: [Select]
(squirrel setMotion: MoveTo squirrel x? squirrel y?) is not something it likes at all.
Anyone have thoughts?

11
SCI Syntax Help / Can someone explain Flags to me?
« on: June 11, 2019, 11:35:48 AM »
In the past, I've used Global variables for TRUE/FALSE situations like "the first time you enter a room." While it works, it does produce a hefty main.sc which limits what I can do in other rooms/regions. Since then, I've heard a bit about using Flags in the place of global variables for those kinds of uses. The direction given was to look through the QfG1 decompiles, but after having spent some time looking through the forums and scripts, I'm not sure I understand how to implement this.

I'm not a native programmer, so things often go over my head. Can someone point this out to me?

12
SCI Syntax Help / Importing a Character (a la Quest for Glory)
« on: December 10, 2018, 09:10:10 PM »
How'd they do this? I assume it saved a file that contains values for certain variables, but what how would one accomplish actually importing this into another program?

13
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.

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
Everything-Else / The Witness
« on: May 21, 2017, 09:56:12 PM »
Anyone here played The Witness?

After watching the trailer, I thought the game would not be very fun. But I REALLY liked Braid, which was made by the same guy, so I thought I'd give it a shot.

I think it may be my favorite video game...it might be too early to say, but it's definitely in the running.

There's a lot to learn from a game like this in terms of game design so I was interested to see if anyone else shared any similar experience.

Here's a trailer:

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