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Messages - Doan Sephim

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406
Community Competitions / Re: First ever SCI Game Contest
« on: February 03, 2007, 01:53:42 AM »
there's-a my game-a! oooo yeaaaa!


* Atatchment Removed, This game can now be downloaded from the Fanmade games pages.

407
Community Competitions / Re: First ever SCI Game Contest
« on: February 03, 2007, 01:04:21 AM »
my games too big (290KB) ...can you raise the limit?

408
Community Competitions / Re: First ever SCI Game Contest
« on: February 02, 2007, 01:53:03 AM »
Alright! If I don't have it in on the 2nd, you can beat me to death with sticks...but I should be able to do that! Thanks for extension - that flu was a jerk man! Probably not as bad as food poisening though! Sorry to hear about that jtyler!

409
If you are talking about the pic editor, it would be pretty much impossible to hack into it to make pasted pics work, because the engine redraws the room in the game based on the lines and fills etc. That is, it doesn't think of it as "one picture" but as a series of lines and fills.

To somehow make it so that when you paste it it figures out all the lines and fills in the correct order would be really a very advanced programming job - one that boggles my little brain!

410
Community Competitions / Re: First ever SCI Game Contest
« on: January 31, 2007, 03:01:50 AM »
Very cool pac-man-style game! I don't think I will finish tomorrow. I planned on it, and it's not so far off, but I think I am getting the 24-hour-flu-that-makes-you-wish-you-were-dead that my sister and mother had over the past couple of days. Feels like it may be my turn  :(

Anyway, good job jtyler! It was a really cool idea!

411
Community Competitions / Re: First ever SCI Game Contest
« on: January 30, 2007, 10:38:25 PM »
Way to go jtyler! I still have a good chunk of coding to take care of!

Good to see someone submit something! You were the first!

412
Community Competitions / Re: First ever SCI Game Contest
« on: January 29, 2007, 10:42:38 AM »
Those are cool characters! And the hourglass is pretty sweet!

413
Community Competitions / Re: First ever SCI Game Contest
« on: January 26, 2007, 12:09:19 AM »
Rooms are complete!

 

Sprites are complete!



Almost all the work is done. Got only a few days left! Must hurry!

414
yeah, it never really bothered me too much either...except that it is harder to indent.

415
Community Competitions / Re: First ever SCI Game Contest
« on: January 20, 2007, 02:21:00 PM »
Just one more background to go! (3/4 done, 75%).

- story (95% done)
- sprites (100% done)
- animations (40% done)

Should be finishing up soon!

416
Community Competitions / Re: First ever SCI Game Contest
« on: January 18, 2007, 01:57:39 AM »
Sounds good! Hopefully my game turns out as cool as it seems in my head.

lol! I hadn't played pac-man in so long, I forgot how fun it was!


417
Community Competitions / Re: First ever SCI Game Contest
« on: January 17, 2007, 07:21:13 PM »
My game is coming a long nicely. SCIStudio did crash after 1 hours work I had done the other day, but I won't let a little frusteration keep me down  ;)

I take it you are the judge Cloudee1?

418
SCI Syntax Help / Re: Best suggestions for adding sound?
« on: January 14, 2007, 11:23:07 PM »
I tried out Doan's games that have links from this site and this guy is very good at what he does...even my excitement at finishing a one screen game has waned at trying out his games.

Yet...I still want to know more so that one day I may be able to write a game that Doan says...hey that game is pretty good.  Maybe 5 years from now.
Wow...thanks for the kind words! That really makes me get off my dead-butt and work on my new years game ;)

419
Hey great job! Can't wait to play the games for the competition.

420
SCI Syntax Help / Re: How to do special Death-handler code
« on: January 12, 2007, 11:44:32 AM »
1) How to make an actor kill you when you get too close -and-
2) How yo make an actor chase and kill you are very similar.

They could be done in the following way:
Code: [Select]
(method (doit)
  (super:doit)
  (var dyingScript)
  (if(< (send gEgo:distanceTo(knifeMan)) 15)
    = dyingScript ScriptID(DYING_SCRIPT)
    (send dyingScript:caller(3)
    register("Why so suprised? He was juggling knives.")
  )
(send gGame:setScript(dyingScript))
)
And to get the guy to follow Ego, you have to add the "follow" script to your room script. So with the ("use controls") and ("use main") you add ("use follow") and then make following Ego part of your actor:
Code: [Select]
(knifeMan:init()setCycle(Walk)setMotion(Follow gEgo))
3) How do you make an event happen when too close to a tree shredder -and-
4) Fall off a cliff and die -and-
5) Car run over and kill you when you walk out on the street all follow the same basic idea. Most likely you will want to set up control colors in your (method (doit) so that when your Ego steps on them you trigger the deathScript or an forced animation that ends with the deathScript.
Code: [Select]
(method (doit)
  (super:doit)
  (if(== (send gEgo: onControl()) ctlSILVER)
    = dyingScript ScriptID(DYING_SCRIPT)
    (send dyingScript: caller(100)
      register("Despite your heroic attempt to defy gravity's power, you ended up the worse for it.")
     )
   (send gGame:setScript(dyingScript))
)

I have not ran or tested any of the code, but I think it should be correct.

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