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Topics - Doan Sephim

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46
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

47
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!

48
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

49
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?

50
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?

51
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??

52
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?

53
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?

54
Profile games is proud to announce the development of its first full-size game:


The political strife between two kingdoms finds a peaceful resolution that brings anything but tranquility. The peace terms include the marriage of the betrothed princess Julyn to the unworthy prince of the enemy kingdom.

On the eve of this unholy marriage ceremony a dark figure slips into Julyn's private chambers and steals her away into the night.

After having escaped prison for your own suspected involvement in the kidnapping, you must discover the identity of this thief and find a way to rescue Julyn from an uncertain fate and save your kingdom from devastating repercussions. This journey will be an encounter with magic, mystery, and broken alliances.

The introduction is almost complete:


This game will feature the usual SCI-adventure-game style puzzles, but also seeks to add other gameplay elements into the mix. This is an example of a fully operational arcade-style section in the game.


Also, original and worthy music and art are a priority for this game: you can check out some of the midi themes here: http://www.esnips.com/web/MidiMusicMayhem

The story is almost completely finished in its writing, and the general geography is basically complete also. I have much to do in terms of specific room design and that will be the toughest part. I would like to update this once month to keep myself on track. So don't let me get too lazy ;) Comments are welcome!

55
SCI Syntax Help / Menubar stuff
« on: March 31, 2007, 09:49:27 PM »
I am having difficulty with the menubar. I wanted to hide it for my introduction scene and so I coded in (MenuBar:hide()) and that works pretty well (although it still allows the player to use the menubar, it's just hidden). The problem comes in when I go to the game proper...the menubar is not there! So I tried the very likely (MenuBar:show()) because the hide worked well, but this crashes the game.

So my question is this: what is the easiest way to disable the Menubar and then reintroduce it? I tried to see how it was down with the Titlescreen script (since it is disabled there) but did not find the answer...

56
Forum Support and Suggestions / Remote Uploader
« on: March 31, 2007, 04:21:32 PM »
I used the remote SCI game uploader for March's game contest, but there is no function for attaching a picture...which would be very helpful.  ;D

57
SCI Syntax Help / Text Resources and Heap Space
« on: March 30, 2007, 10:55:56 PM »
I have started using text resources in my programming to avoid my scripts becoming unnecessarily large and I understand that the larger the script is, the more heap space it takes up, which can lead to difficulties later. But where do the text resources take up space? Do they take up hunk space, or do they somehow transcend both heap and hunk not taking up either...and if so, where do they take up space??

58
SCI Syntax Help / Pre-programmed keyboard prompts
« on: March 23, 2007, 12:54:47 PM »
I have been trying without success to add a couple menubar options similar to the "retype" function but with "common phrases" ("ask about" and "tell about")...

In trying to do this I thought I would look at the retype function and adjust it a little, but it proves to be more complex than I first thought, at least for me ;)

the retype code:
Code: [Select]
(case MENU_RETYPE
  (send pEvent:
     claimed(FALSE)
     type(evKEYBOARD)
     message( (User:echo) )
  )
)

I thought it would simply be putting "ask about" in the place of (User:echo), but it turns out that that was an oversimplification. I looked through the User Script to see how the User:echo function worked, but I must confess it confused me even more.

So, any ideas?

59
SCI Syntax Help / Cursor Hot Spot
« on: March 19, 2007, 11:06:44 AM »
I want to have a cursor with a hotspot of (8,8) instead of (0,0). This is cannot be accomplished in the cursor editor, but Troflip suggested it can be done with some internal coding. What I have done is created a variable for my cursor called gTargetCursor and set it equal to the number for a custom-drawn cursor.

for instance gNormalCursor = 999 and gLoadingCursor = 997.

However, I have tried with no success in locating where the "hotspot" would be defined. I do realize the word "hotspot" most likely won't be used, but has anyone programmed this kind of thing or know where to go?

60
SCI Development Tools / So You Want to Make a Game - Design Documents
« on: March 12, 2007, 02:12:34 PM »
After 3 years of hanging around SCI forums, I have seen countless great games not be released. I have seen my own great game ("Doan's Quest") gather hard-drive dust before so much as a demo could be released! I wanted so badly to add something cool to the SCI fan-based gaming community, but failed!

There are many ideas about why this happens, but for myself I know it came from being ill-equiped. I had many ideas floating about in my head and tried to draw them and code them immediately. I had pieces of story, art, music, and coding all floating around up in my cerebrum, and tried to get it to come out as a unified whole called "Doan's Quest".

Game designers don't do this! This is bad method, and I think it led to a lot of great SCI games gathering dust or even getting deleted!

Make a "Design Document" first. Force yourself to articulate the features, the game world, the entire story, clearly on paper before you work yourself into a place where you must find a way to fit unconnected peices together or run out of ideas - which will leave the game, even if completed, unpolished.

If everything comes together in a unified whole on paper first, then it will simply be a mattter of translating it from paper to the game - much easier than getting all those nebulous ideas and images in your head out on the first try!

Attached is a Design Document Template by Chris Taylor, and I am using it for Betrayed Alliance - I hope that it can help you as it is helping me!

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