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Topics - Doan Sephim

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16
Everything-Else / New Year's Resolutions
« on: January 04, 2015, 10:11:47 AM »
Happy New Years everybody!

Anyone got any SCI related new year's goals? I did a couple years ago, which is why I finished Betrayed Alliance (kind of).

I don't have any SCI-related plans of my own this year, but I did make a goal to write a sci-fi middle grade book. Last year, I wrote my first novel.

Anyone else have New Year's goals?

17
You asked for it! Here it is!  ;D


18
SCI Syntax Help / Door Puzzle Solution - Betrayed Alliance
« on: May 20, 2014, 01:14:32 PM »
If you need help with the puzzle, here's the answer. Now you can move on with the game.

19
Gumby has supplied a really awesome sound script that not only allows for multiple sounds at once (something we couldn't do before), but also allows mp3s opening up a whole new scope to sound in sci games.

While I will be sticking with midi-music for Betrayed Alliance, I will be using sciAudio to play it for many reasons (mainly I had constant sound issues before). As I began coding in the music I noticed that Gumby's sound script was substantially larger than the sound script that comes with the program and some of my rooms could not support any additional heap load.

Luckily for me there is a workaround. I often set up a blank room with little more than a Print command as an introduction. These rooms are small in size and allow me to play the sciAudio music in the last cycle before switching the room. The effect is rather seemless.

For the seasoned coders out there this may not be necessary, but for amateurs like me who only learned to code specifically to make an SCI game, it may be a helpful trick ;)

20
SCI Syntax Help / my "for" loop is acting wonky
« on: December 02, 2013, 08:53:21 PM »
I have an array gCollectible[5] = (0 0 0 0 0)

Each time I get one of the collectibles I change one of the array to 1.

I want to display this in a window, so I use a variable to count how many of these are 1's. The problem is they way it counts it counts the first one once, then the second twice, then the third three times, and so on. Here is my code. What is wrong with it?

Code: [Select]
(for (= i 0) (< i 5) (++i)
                    (if(> gCollectible[i] 0)
                        ++variable
                    )
               )
If the array is [1 1 1 1 1] shouldn't variable be 5? It gives me the value 15...

21
SCI Syntax Help / Determining a String Value
« on: December 01, 2013, 09:38:45 PM »
I have recently hit a snag on my coding. Hopefully someone can help me with this.

I want to have the player type in a word using EditPrint. OK, that's easy enough. I pass the response to a string @stingName.

OK, now I want to check to see if stringName is the correct word. What kind of syntax would that take? I remember QFG1 did something like this at Erasmus' Castle with the imp asking 3 questions. Any ideas?

22
SCI Syntax Help / preload text
« on: December 01, 2013, 11:18:12 AM »
I was looking through the old tutorials and came across a function called "preload text" which loads the text resource into memory for easier access.

I have to questions: Does this load it into heap space (that would nullify the best part about using text resources)? And with computers as fast as today and the programs being so tiny, is it really even necessary to do this?

23
Everything-Else / GDC - Broken Age
« on: November 11, 2013, 09:15:09 PM »
There is a great discussion about adventure games in general and Broken Age in particular in this video.

Tim Schafer may have been a LucasArts adventure game guy, but there's no denying he is awesome and is making the most ambitious adventure game in decades (maybe ever?).

24
Everything-Else / Surgery tomorrow
« on: September 10, 2013, 08:42:13 PM »
Wish me luck, or say a prayer. Brutal kidney stone is being forcibly evicted tomorrow. Not the greatest experience of my life, but one I learned from. Stay hydrated out there guys, no need to find yourself in this situation.

25
Everything-Else / BA - Comedic Sword Fighting Taunts
« on: July 08, 2013, 04:48:58 PM »
Betrayed Alliance, as a kind of hommage to Monkey Island, has two sword fighting soldiers who humorously taunt eachother as they fight. It was at the point of writing these jokes that I realized I am not as funny as I assure myself that I am.

Comment with any humorous exchanges these men might have and who knows, you might find them in the game! Just an fyi, one of these men is old, and the other is middle-age and fat (and they happen to be father and son), if that makes it any easier.

Here are a couple I have done:

"I could beat you with my hands tied behind my back"
"You mean they aren't already?

"Your wit is as sharp as your blade!"
"Isn't that a compliment?""
I wouldn't know, I've never felt it!"

26
SCI Syntax Help / Props and walking into them
« on: June 25, 2013, 11:16:32 AM »
So props and Acts have a property where actors get stopped by them when walking into them and we know that "line" is at the base of the VIEW. My question is can I increase that "stopping" line to be not just a line, but more of a rectangle, obstructing actors from moving past them from right to left so easily?

Before you say just use a control line like Brian's tutorial recommends, please note that I want this object to be movable by the player, so static control lines won't suffice.

27
SCI Syntax Help / Cursor flicker and lots of views
« on: June 24, 2013, 05:18:55 PM »
(Thread split from 'Maximum Size of Views')

I have some massive Prop VIEWs in one room and multiple Act VIEWs in another. In both cases it slows the game down. I might be willing to be ok with that (particularly because increasing the dos box cycles is sufficient to speed up those sections). What I do not like, and wonder if anyone can help me with is whether I can stop my cursor from flickering while over these VIEWs?

Thanks :)

28
Many years ago I made the "Knight's Quest Demo", a very short demo that was intended to introduce the main characters and basic plot of "Knight's Quest" (now called "Betrayed Alliance"). That was about 7 years ago.

As the game evolved into something more ambitious than what I originally intended, I teamed up with Alex Schafer (trodoss) who gave me a hand with a number of PICs and a handful of VIEWS with the intention to release a "new demo". That was 5 years ago.

Life changed greatly for me in the last 7 years. I now have a full time job, a wife, and now a newborn son. But my desire to release something that would justify the countless hours of work I've done has still been with me. On and off over the years I have dusted off the game, tinkered here and there, made new rooms, some new characters, or just fixed a bug I couldn't figure out before.

Recently I looked over the game and decided that the "demo" I wanted to release long ago had become the first 1/3 of the game, which from a conceptual level is 95% finished and much of the "grunt" work has been done over the last 7 years.

Therefore for the first time in 7 years I will say there is a release date: Christmas Eve 2013.

The schedule breaks down thus:
July
Primary Objectives:
Draw ALL remaining PICs (and make sure they all connect properly)
Complete all conceptual story points

August
Primary Objectives:
Puzzles in finished order
Populate game with characters and animations

September
Primary Objectives:
Right-click look
Dialogue
puzzle points

October
Primary Objectives:
Ending Sequence
Music
Odds and Ends

November
Primary Objectives:
Get Playtesters
Fix bugs

December:
Crunch Time to Finalize Game

29
Everything-Else / Weird and strange goggles
« on: June 19, 2013, 05:04:35 PM »
I have a character in my game who is obsessed with goggles of many kinds. I'm looking for help thinking of unusual (perhaps humorous) functions. One set for instance shoots lasers, kind of the opposite of Cyclops in xmen. I have the traditional see through walls ones, and some other interesting ideas.

What are your wacky ideas?

30
Everything-Else / Happy Father's Day...
« on: June 16, 2013, 03:58:06 PM »
...to all you fathers out there. I just joined the club myself 17 days ago!

And even though I have a little poop-makin' wake-up-daddy machine I do intend to continue work on BA...and maybe get something small released this year?

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