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Messages - Doan Sephim

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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]
  (send pEvent:
     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?

Hey Cloudee! Any progress on this title? This is definately the game I am most excited to play! Looks awesome and the story-line is awesome even just reading it!

SCI Syntax Help / Re: Cursor Hot Spot
« on: March 21, 2007, 04:38:24 PM »
Looks good! I don't have time at the moment to test it all out, but I have an idea of how to make it work...I'll get back to ya!  :)

EDIT: I must be missing something...I am beginning to think that such a function as this might be more work than is really beneficial anyways.

SCI Syntax Help / Re: Cursor Hot Spot
« on: March 21, 2007, 12:24:05 PM »
Interesting find...I wonder why I didn't see that? So that method is part of the Ego Class. Do you think I would want to create a Class with a similar method? I say that beacuse I do not want to control the Ego with the cursor hotspot (8,8) but do something more like QfG II with targeted actions not involving the Ego would I want to create a different class? (which I have never done before)

SCI Syntax Help / Re: Cursor Hot Spot
« on: March 20, 2007, 02:55:41 PM »
Thanks Eigen, that should help me to do somework, but I am mainly looking for the Script where the mouse properties are defined. I don't know which script it is in. ???

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?

SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: March 18, 2007, 04:11:50 PM »
Troflip, Thanks for the SCI companion...I was a little bummed because SCI studio wasn't allowing me to change the cursor hotspot, but the companion allowed me to change it.

But in some of the text in your cursor editor it says that SCI0 games only use the (0,0) hotspot...but if that's true, why can I change it?

Edit: OK, I tried it out, and even though the cursor hotspot is (8,8) it works as if it were (0,0). So I think I understand the comment in your cursor editor now. It does not allow for a functioning 8,8 hotspot. But, why not?

SCI Development Tools / Re: Music in SCI0 games
« on: March 13, 2007, 11:36:23 AM »
Increasing the cycles didn't help my music, it only helped me to get the fps right.
Which sound driver are you using to play the music? gm.drv sometimes makes some instruments sound like drums, in which case it might sound like monkeys without any flair for tempo. have you tried mpumidi.drv?

Community Competitions / Re: March Community Competition (2007)
« on: March 12, 2007, 03:11:22 PM »
 :o Count me in!

This is exactly the kind of thing I need to get my little brain working on interesting and fun mini-games! Plus it will really push me to learn to code better!

Excellent idea  :D

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!

SCI Development Tools / Re: FreeSCI, An interpreter Alternative
« on: March 12, 2007, 01:23:04 PM »
I run a AMD athlon 2500+, 1.25 Gb 2700 RAM, with geForce 5700ULTRA 128Mb DDR2

I boost the cycles up to 10,000 or so.

SCI Development Tools / Re: FreeSCI, An interpreter Alternative
« on: March 12, 2007, 12:49:16 PM »
As for interpreters, my favorite way is to run sciv.exe in DOSBOX Although DOSBOX is noticeably slower than running sciv.exe natively on XP, I like the fact that it's in a window, and it seems to crash less often than XP's dos virtual machine.

Have you tried pressing ctrl-f12? By increasing the dosbox cycles it speeds up emulation. If you increase too much it will begin to have an adverse effect, but I have found that this works prefectly well to get the same speed as running sciv.exe natively on xp.

SCI Development Tools / Re: Music in SCI0 games
« on: March 12, 2007, 12:44:45 PM »
I have tried out DosBox. When I use the gm.drv it goofs up the instruments, but when I use mpumidi.drv, the music works perfectly well.

Unfortunately the fps were terrible, but then I allocated more cpu to dosbox with ctrl-f12 and the game runs smooth with on-point music and I can run it in full screen (Alt-Enter) with great results. But it is quite a task to do all of that.

Eigen asked me about FreeSci, does anyone have experience with that?

Community Competitions / Re: Second SCI Game Contest!
« on: March 11, 2007, 11:26:20 PM »
All right, after playing and completing all the games (except that cloudee1's is unbeatable) I have come to the following decisions.

First I would like to say that I was really impressed with the originality in all the games! They were all really cool ideas based on my "repeating" rule. Now, on to what you all really care about:

First place goes to Cloudee1 for his game "Aquarius: An Aquatic Experience". (cute groundhog no?)
Even though the game was not an "adventure" game in the usual genre, I think that (1) the idea was cool, (2) it was pretty funny, (3) the animation and art was great, and (4) it offered a unique, but perhaps overly challenging gameplay.

Second place goes to JTyler for his game "The Gem Scenario". This game used paintings as the puzzles for the recurring art room. nice use of a time-based puzzle clock gave it a sense of urgency! It was a bit buggy, but it was fun nonetheless.

Third place goes to Troflip for his game "The Farm Nightmare".  (it's not a pile o' poo, it's a groundhog hole!)
This game certainly wins third place not for want in ingenuity and interesting puzzles. The idea for this game was really cool and the text was often very funny. Only problem was it did not feature an original playable room. Certainly a great entry regardless!

Since Cloudee1 takes first with his very unique entry, I will leave it to his discretion concerning the next compitition.

SCI Development Tools / Music in SCI0 games
« on: March 11, 2007, 10:23:51 PM »
Music has long been a problem in homemade SCI games, at least for me.

I have settled with using VDMsound and changing my sound driver to mpumidi.drv because the gm.drv jumbles up certain instruments.

I use Anvil to make a midi file and SoundBox to convert the midi to a SCI sound file, but I haven't yet found a way to make the sound faithful to the midi.

VDMsound keeps the instruments in tact, but the tempo is shaky, sometimes slow and sometimes fast...which can be irritating!

Does anyone have any info on getting music to work correctly and easily?

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