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Topics - Doan Sephim

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31
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

32
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?

33
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?

34
SCI Syntax Help / running into a running problem (bad joke lol)
« on: June 19, 2012, 12:46:49 PM »
So, my ego can run like the hero in Quest for Glory, but here is where things get tricky.

When you change the xStep and yStep while ego is already in the motion, he will continue walking at the original xandyStep until he is given a new destination. No problem! All I need to do is stop ego's movement, change his xandyStep and then direct him to his original destination. And that works perfectly but for one thing.

There are two different ways ego can be directed, and I don't have the knowledge to know how to tell the script to do one action for one and the other.

If clicked, this code works
Code: [Select]
(send gEgo:setMotion(MoveTo (send pEvent:x)(send pEvent:y)))
and if direction pad is used, this code works
Code: [Select]
(switch (send gEgo:loop)
                    (case 0
                        (send gEgo:setDirection(RIGHT))
                    )(case 1
                        (send gEgo:setDirection(LEFT))
                    )(case 2
                        (send gEgo:setDirection(DOWN))
                    )(case 3
                        (send gEgo:setDirection(UP))
                    )
)

I just don't know how exactly to code the if statement. Any thoughts?

35
SCI Syntax Help / User created names
« on: November 25, 2011, 10:08:06 AM »
Suppose my character is to name a dog. This is easy enough. You set up a var and:
Code: [Select]
EditPrint (@doggyName 14 "Aren't you a good doggy? Your name shall be:" #at 70 40 )
                Format(@buffer "You shall be known as %s." @doggyName)
                Print(@buffer #at -1 40 #mode alCENTER #width 250)

But perhaps my user just hits enter without naming the poor doggy. I have been unsuccessful in giving the dog a default name. I know it's got to be a simple solution, but I've looked through all the tutorials and I just can't find it.

36
Forum Support and Suggestions / SCI Community website reliability
« on: November 23, 2011, 03:17:41 PM »
Is it just a problem for me or is the SCI Community website sometimes up and down? Sometimes I cannot navigate here and it takes a long time to load things. I don't have this issue with any other website...

37
SCI Syntax Help / Instruments tracks volumes that change between rooms
« on: November 01, 2011, 10:00:04 AM »
I have a room where music plays, but after I added some other tunes, everytime I go into that room, one of the instrument tracks volume is turned down! Is there something I should be doing to avoid this?

38
SCI Syntax Help / Music sounds that don't go away
« on: October 31, 2011, 12:29:05 PM »
I've noticed that sometimes even though the music stops, certain sounds (like say a string ensemble 2) persist even when the game is quit and dosbox is open. WHAT can I do to STOP it?!?! I dont' want to change the song for the room. I remember having this problem before, but I don't remember if it was ever resolved

39
Forum Support and Suggestions / Game Ratings - no rating for music?
« on: October 30, 2011, 10:58:04 AM »
After just now finishing JummyBummy2 I wanted to rate it and was surprised to find that there was no place for rating the music! Perhaps melding Graphics with "Presentation" or just adding a place for "Music". JB2 had some really awesome music and not having a place to rate it was no good!

Let me know what you think!

40
Community Competitions / April Competition
« on: March 31, 2011, 02:52:08 PM »
Hi guys. I haven't been around for a while. If anyone wants to post an April competition, I wouldn't mind getting my feet wet making something  ;D

41
SCI Syntax Help / Can a variable have multiple values?
« on: December 02, 2010, 02:34:42 PM »
This seems like something I should know, but I haven't programmed in a while. Can a local variable have 2 or more simultaneous values, say 4,7, and 10?

42
SCI Syntax Help / Problems with Soundbox
« on: November 22, 2010, 07:59:44 PM »
I made a midi with Anvil Studio and when I went into soundbox and imported the midi it put the beginning of the song before 0 (the starting point). When I hit the play button it would go backwards?

Anybody know what the problem is or have any similar problem?

43
SCI Syntax Help / Something is eating my heap!!
« on: May 12, 2007, 10:42:16 PM »
I actually know exactly what is "eating" my heap...and when I say "eating" I mean that the game is losing heap space every game cycle and when I switch rooms the heap does not reset as it should. Some heap is simply MIA!! Restarting the game restores the heap, but that would probably be expected.

Here is what I am doing. I have a region that I am accessing. In the region's doit method I have this:
Code: [Select]
(= myEvent Event:new(evNULL))The above code is what is "eating" the heap.
I am then using the "myEvent" x and y values to have certain actions happen when the cursor is simply in a certain area, so there are two probable ways to solve my problem...either determine why the code is leaking heap or use a different way to achieve the same goal...either way I would be happy with ;)

However the myEvent code (which I found in Cloudee1's aquarius game) for some reason munches away on heap space. I assume it wasn't a problem in Cloudee1's game as I never had the heap space run out...might it have something to do with my using it in a region??

44
SCI Syntax Help / Spacebar
« on: April 23, 2007, 12:27:44 AM »
I want to use the spacebar in a certain room to preform a function other than bring up the keyboard prompt with the retyped last phrase.
I can set it up to do something else easily enough:
Code: [Select]
(if (==(send pEvent:type)evKEYBOARD)
      (if(==(send pEvent:message)KEY_SPACE)
            (RoomScript:changeState(4))
      )
)
But of course the problem is it preforms BOTH the changeState as well as the retype function. I'm not quite sure how to disable the retype function. I will not need it for the room at all...but I will want to bring it back after I leave that room.

Any ideas?

45
SCI Syntax Help / Flickering Cursor
« on: April 21, 2007, 01:02:49 PM »
I remember reading about why cursors flicker when they are over certain views, but I cannot locate where it was discussed, so I will ask here:

Why does it happen, and is there an easy way to make it not happen. It's not a huge thing, so I would avoid major surgery, but if it just takes a little, then hey, why not put it to an end?

So, why does it happen, and what's the easiest way to address the problem?

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