Community
General and Everything Else => The Games and other Sierra Adventure stuff => Topic started by: troflip on April 28, 2016, 12:02:29 AM
-
Has anyone here ever entered a game jam (other than the ones that are sometimes held here?)?
I did Ludum Dare #35 two weekends ago (my second time submitting an entry - first one was a few years ago). I did the 48 hour compo, and my entry (a puzzle platformer) is here:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=11319
I used Unity, not SCI, but it would be cool if someone here make an SCI game. The next Ludum Dare is in August. Who's up for it?
There was also something called lowrezjam (https://itch.io/jam/lowrezjam2016/results) that happened in early April that probably would have been great for SCI. I'm not sure if they're doing it again.
-
I'm not up for Ludum Dare. I never have been.
-
There's the Adventure Jam that was started last year. It's starting again very soon in the beginning of May. I planned to enter last year but ended up not having time. You get two weeks to build an adventure game start to finish and they're judged afterwards. Cloudee or Gumby entered an SCI0 game last year...(one of those two I don't remember, sorry!)
http://jams.gamejolt.io/adventurejam (http://jams.gamejolt.io/adventurejam)
-
That sounds interesting. How is ScummVM's html5 support? It looks like there is an unofficial port, has anyone tried it? Would be nice to be able to play a game made in SCI Companion in the browser.
-
I think there's html5/js version of dosbox. You could use that for SCI.
-
I think I threw up in my mouth a little :|
-
Especially for jams, it's nice to have a low barrier to entry for people trying it out. Downloading stuff is just a hassle - much easier to just have it play in your browser. Most of the LD entries have web versions (generally a Unity WebGL build).
I had SCI0 working on the XNA framework at one point well enough that it could run fan games, and some bits and pieces of Sierra games (I was able to get the first few screens of SQ3 working: https://mtnphil.files.wordpress.com/2012/01/sq2.jpg , and I had some complex scheme to provide menus of verbs/nouns ). I wonder how much work it would be to make a Unity "plugin" (of sorts) from the code I had, if I can find it. Seems like it would mostly just be an issue of changing how the graphics were drawn.
-
jDOSBox is used on this very website. My current unfinished demo for KQ2SCI is playable right now in your browser right here.
-
jDOSBox is used on this very website. My current unfinished demo for KQ2SCI is playable right now in your browser right here.
I've seen screenshots of it, but I can't find it anywhere in the Games section... link?
-
Hmmm, interestingly I can't find it either. Did Cloudee remove it?
-
That was the Desktop Design that he had. I believe that they were lost with server issues. jDOSBox was Java, which seems problematic these days. I think that Chrome no longer allows it and Firefox gives permission problems. jDOSBox works a lot better than the Javascript versions. I know of no HTML5 version of DOSBox. If you want to see jDOSBox, I have a page of Sierra demos using jDOSBox. http://sierrahelp.com/jDOSBox/jDOSBox.html
-
I wonder how much work it would be to make a Unity "plugin" (of sorts) from the code I had, if I can find it. Seems like it would mostly just be an issue of changing how the graphics were drawn.
Well, it was a little more than that, but the result so far is something like this:
http://icefallgames.com/Games/Sierra/
-
That's so cool Phil!
Amazing work!
-
Nice! How about sound?
-
Mice. How easily translatable would this be for other SCI games? It would be nice to replace jDOSBox on my demos page with something like this.
-
I'm not really intending for this to become anything... the correct path to make an html5-based interpreter that works for all SCI games would be to contribute to ScummVM, I would think. I'm not sure if anyone's trying that or not (plus, then you have the danger that people would put Sierra's games up on a website for anyone to play for free).
Ensuring compatibility for all games is a huge task, this little project just targets the specific version of SCI0 created by Companion/SCI Studio (because that's what I had up and running years ago). So it should work for any fan-made SCI0 games. Anyone got a game they want me to put into this and give you to play around with? Right now it has to be built into the generated build, but I can probably set it up so they resource.* files just need to be copied alongside the others (I don't know js/web stuff very well).
As for audio, I did have some some code working that made single channel midi sound - I could try to resurrect that. There are some midi-player plugins for Unity, but they are expensive. Probably easiest to just use digital audio - should be possible to make it compatible with sciAudio.
LeftCtrl-LeftShift-D bring up the debugger (and also chrome's add-to-bookmarks... sigh).
-
This is working well enough that I was able to try it with some of the fan made games here. Black Cauldron:
http://icefallgames.com/Games/BC/
(sound is LOUD, watch out)
Gumby's 120 degrees:
http://icefallgames.com/Games/120/
And MI's KQ2 SCI remake:
http://icefallgames.com/Games/KQ2
If you see any obvious bugs or crashes, lemme know!
-
I don't know if it is a bug with the conversion or with the game itself, but ego gets hung up at Hen Wen's hut.
-
If you mean the ego goes through the hut, and has trouble walking around it, then it seems to be a problem with the game.
(Also apologies to MusicallyInspired for undithering KQ2 by default :P)
Also, right now I have things very strict because I'm trying to catch bugs. I found a few in KQ2:
- the pause before the title screen starts animating in DOSBox is caused by placing the ego off-screen (at y = 1111, presumably to hide it). The template game code searches around for a place to actually put the ego on screen (in findPosn), and it takes a while before it does. This exposed a bug in my CosMult and SinMult kernel functions, so thank you for this. (the paused isn't so noticeable in my "engine", but DOSBox works more slowly).
- beachRegionScript does a setCycle(CT) - but the CT cycle needs more parameters than that. Causes my "engine" to crash when the ego enters the water.
-
Was I using CT incorrectly? I tried to copy visually what I suspected was going on in the innards of KQ1SCI when Ego walks in the water, before we had the decompiler. I liked the way that the water animation at Ego's feet would continue to play out until it reached the last cel of the animation loop even if Ego had already stopped moving.
(Also apologies to MusicallyInspired for undithering KQ2 by default :P)
Tsk tsk tsk.