Recent Posts

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Thanks guys! It's so much better when fresh eyes are on it.
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I'd be game for a playtest and feedback, too, if you'd like.
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Yes, send it my way please.
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Would anyone like to playtest and give me feedback?

No pressure  ;)
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SCI Development Tools / Re: Decompilation Archive
« Last post by Collector on December 03, 2019, 09:05:59 PM »
Thanks
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Sorry to Resurrect an old thread, but I'm working on another patch. I'm trying to make this game better and better to prepare for bigger things (Betrayed Alliance Book2 in particular).
Here's the current list. I plan on recording a Let's Play of the game to find more bugs/other things needing fixing:
Quote
•   Should be an option to turn off music
•   Add difficulty settings: Easy and Hard
o   Hard includes more intricate parser commands
o   Easy includes ability to skip some puzzles (slide block puzzle)
•   Draw new dead thumbnails
o   Ogre killing you
o   Ghost killing you
o   Bugs eating you
o   sarcophagus
•   If teleport to WELL room from WELL room, Ego disappears.
•   If teleport to well rom from adjacent room, not teleport animation (goes for graveyard as well)
•   If top waterspring active in GHOST puzzle, game freezes upon leaving room
•   Crystal ball cannot be interacted with
•   Wizard Room – Wizard’s windows not colored
•   Cliff w/vines. Click on graveyard (word “landscape” repeated twice)
•   “Use marble” should work to get boulder down
•   “Pry open slab (with shovel)” should work in mausoleum
•   Block puzzle (“There seems to be a missing piece”) text should be lowered
•   “Ask about secret” doesn’t work for Sammy
•   Add animation of picking up marbles at meat seller’s house
•   “Look” in Attic doesn’t mention anything about bookshelf
•   “Take Quiz” = “not close enough” – no need to walk to quiz.
•   “Take Kite” = walk to kite and take it, not “Ur not close enough.”
•   “Search body” of dead man in face cave is too verbose. Break it up
•   “Search body” for skeleton doesn’t work
•   Directions for blow dart unclear
•   No message after hitting water button leaves things unclear
•   Allow shooting dart at flies – animation of them dodging?
•   After shooting water to get rid of flies, perhaps a message?
•   Autosave before going into the mausoleum pit.
•   Pry open sarcophagus doesn’t work
•   “Use crystal ball” doesn’t have a response
•   No Pick-up animation in Magic room (heap issue?)
•   “go in hole/cave” doesn’t work at pond area
•    “It’s definitely a rock” message strangely off center [hermit outside], same with tree
•   Cliff area, can’t read sign far away is stupid
•   Talking to soldier who patrols the bridge should be easier (you shouldn’t have to be so close)
•   “Look at pot” should include bend over animation (heap issue?)
•   “Go in mouth/cave” should work. “Crawl in” should work
•   No pick up animation in cavern for marble. No mention of what marble obtained.
•   Skeleton should no block ego
•   “Use dart gun” and “blow dart gun” yields no response (which room?)
•    “take paper” doesn’t read paper in sarcophagus cave
•   “look at ground” doesn’t mention bar
•   Turner on safe should have hint that you can click it
•    “item region” doesn’t seem to work on bridge with guard
•   Scientist’s house…door doesn’t appear as a door
•   Door puzzle – have a wrong solution Print when all pieces are down
•   Eat pork/chicken gives no hint
•   Death image against Ogre is wrong
•   Bugs eat even after you hit button?
•   “activate trap” should work for arrow trap
o   Activating trap says “you’re not close enough” – this is dumb
•   “You may pass” phrase with goggles doesn’t work when lever picture is active
•   Stairwell – walking after defeating armored can be altered by user input – problem
•   Saving in the underground is broken (seems to work ok for me)
•   Puzzle points in character stats not equal what’s on menu bar

•   Librarian could give hints on where to find missing books
•   “Fish” or “go fishing” yield no response
o   Music from Leah’s area not turning off when at pond area
•   “Ask about woman” to Leah yields useless response
•   Front of Castle – some sort of message that it is not the preferred entrance
•   Ran out of heap in Sarah’s secret sanctuary
•   No hint to ask Bobby about hair (perhaps a list of missing books is posted)
•   After digging up ring – there should be a pick-up animation (and a hole left over?)
•   No reasonable hint that Bobby has book about hair
•   Cave of whispers ghost pathfinding is broken after latest fix / also doesn’t kill you
•   Additional room to add suspense would be good
•   Hermit home – right click look on characters just tells you names
•   Face cave does not look menacing…bright colors, nothing foreboding about it.
•   Cavern of madness, no water waves
•   Scientist room
o   Explanation of Goggles seems weird “anything from anywhere”
o   After getting Goggles, give some hint what player should do next
•   No outside door on Dock house
•   After giving letter to Deborah, maybe she tries to sell you food
•   Add some kind of clue to let player know to move table over plate on ground
Yellows currently fixed

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SCI Development Tools / Re: Decompilation Archive
« Last post by EricOakford on December 03, 2019, 12:32:39 PM »
Game and interpreter versions?

Ah, yes, I forgot to mention that.

LSL3 is version 1.021, interpreter 0.000.572, and SQ3 is version 1.018, interpreter 0.000.685. These are the versions used in compilations and digital distribution.

LSL2 Amiga is version 1.003, interpreter x.yyy.zzz.
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SCI Development Tools / Re: Decompilation Archive
« Last post by Collector on December 03, 2019, 06:16:32 AM »
Game and interpreter versions?
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SCI Development Tools / Re: Decompilation Archive
« Last post by EricOakford on December 02, 2019, 09:22:10 PM »
Finally, here is LSL3. The game plays fine so far, and I've made sure to fix the speed bugs. I also managed to recreate the death handler.

Here's also a decompile of the Amiga version of LSL2! Its scripts are newer, and I recreated the death handler for that too. Now there is no assembly code at all in this one. Perhaps it can be used to make an ultimate patch for the game, similar to the Amiga sounds update for KQ4.

Finally, here is updated source for SQ3. The game's doit: has been fully recreated in script code thanks to researching Astro Chicken's doit:.
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Everything-Else / Re: Superliminal
« Last post by MusicallyInspired on November 23, 2019, 06:11:55 PM »
I'll have to try this one!
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