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Messages - Adam

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1
SCI Syntax Help / Re: Updating the ego instance
« on: November 21, 2013, 06:53:51 PM »
Thanks for the reply. It turned out I messed up a level under the ego instance. I forgot that I made an outfit property for the Ego class, and it catched the gEgo:outfit, not calling the outfit method of the instance.

2
SCI Development Tools / Text resources disappear
« on: November 20, 2013, 06:52:39 PM »
Is there any restriction to texts in the text resources? Or a known bug in the SCI Companion text resource editor? Some of my texts disappear (and thus the others get reordered) after saving (and also while exporting).

Ah, found it! You cannot have the same text twice there. No it is not thar. I'm still losing some of the texts sometimes.

3
SCI Syntax Help / Updating the ego instance
« on: November 20, 2013, 06:47:06 PM »
I am trying to rearrange and decentralize my code, and was about to update the ego instance with automatic view setting based on outfit and animation.

Here is what I added to the ego code:

Code: [Select]
(method (outfit newOutfit)
(var oldOutfit)
= oldOutfit gEgoOutfit
= gEgoOutfit newOutfit
Print("change")  //Debug
(self:setView())
return(oldOutfit)
)

(method (animation newAnimation)
(var oldAnimation )
= oldAnimation gEgoAnimation
= gEgoAnimation newAnimation
Print("change!!") //Debug
(self:setView())
return(oldAnimation)
)

(method (setView)
(switch (gEgoOutfit)
(case (OUTFIT_CLOTHES)
= view 100
)
(default
(switch (gEgoAnimation)
(case (ANIMATION_EAT) = view 8)
(default = view 0)
)
)
)
)

I try to call it like this from the room:

Code: [Select]
(if (== (send gEgo:outfit) OUTFIT_CLOTHES) Print("You are already clothed."))
(else
(if(theChest:inControlArea)
(if (== gRoom1ChestStatus DOOR_OPEN) (send gEgo:outfit(OUTFIT_CLOTHES)))
(else Print("Your adventuring outfit must be in the closed chest before you."))
)
(else Print("Your adventuring outfit should be in your chest."))
)

But sadly it does not even go into the outfit method. Any ideas why?

4
Thanks for the tip! I've updated to 1.1.

At first I did not plan to implement day-night cycle, but after I've played a bit with the pic editor I thought it would be fun. And now it even has some gameplay effects.

5
Thank you! This was quite helpful. I've quickly found the answer in the specifications:

"The movement event is only generated by the joystick driver. However, on request, the keyboard driver can convert keyboard events into movement events as described above. "

There they were, my precious events.

6
Thank you! I tried that too, but to no avail. It doesn't even detect that they are keyboard events (doesn't go into "case evKEYBOARD"). A sample code would be really nice.

I somehow didn't notice there is a "SCI Syntax Help" board on the forum. I'll go over it.

7
I've changed the topic subject, so I don't have to open a new one for all of my issues.

My next one may be an easy one, but I could not find any solution:
How to catch a cursor key pressed event?

I tried something like this:

Code: [Select]
(switch( (send pEvent:type) )
(case evKEYBOARD
(switch( (send pEvent:message) )
(case KEY_LEFT
...

It works properly for some of the keys (Enter/Tab), but not for the cursor keys. The event is triggered, but it does not go into the evKEYBOARD case. I suspect that's because they are claimed by something else. How can I turn this off?

I've started with the Template in SCI Companion.

8
It's me again.

So the pic looks as intended now, but somehow I cannot get it run in game. I tried to modify the template game, but as son as I load my own pic instead of the white one, the game does "freeze" after the intro. By freeze I mean the cursor changes to load and I cannot do anything but move around with the cursor.

Any ideas?


Problem solved: "Write entire palette" option preferred.

9
Thank you for your prompt answers!

I've tried to use another slot then redoing all the palette setup, but everything remained the same.

After having a relaxing sleep I now suspect it has to do something with both colours having white as one of their dither colour. Nope, it doesn't.

Edit: I had another try yesterday. With the same result sadly. I usually set colours during the creation process, though always jumping up to the start in the history. I noticed that these became the "frozen" colours. Could this workflow cause these problems? Do I have to plan ahead and make my palette at the start?

I would be thankful if someone could fix this pic, so I don't have to redo it a third time (as I am pretty satisfied how it looks right now).

Oh, and @MusicallyInspired: I haven't tried it in a game yet. I'm just starting to use the tools, drawing at first, so right now I'm still missing the know-how to test it in a game. Will look into it as soon as possible.

Edit 2: Upon further experimenting I can now state that if you change a colour in palette 0, then it will be a hard set colour for every other. Thus the solution for me was not using palette 0. Three of them will be enough for day-night cycle.

10
SCI Development Tools / Adam's Quest for a Test Quest - technical issues
« on: October 23, 2013, 06:34:55 PM »
Hi!

I'm totally new to SCI developing, and also to this forum, I hope I am posting my question on the right board.

I've just played around with the pic editor of the SCI Companion, to make a first room for a test adventure. It was great fun, but now the palettes are giving me a bit of a headache.

The plan was to use the second and third palettes for day-night cycle. It worked almost fine, but there are two colours (16 and 28) that do not change on the pic when changing the palette.

Thus, the question is whether this is an intentional behavior? How to solve this problem? I tried to change the colour index there, but that didn't work either.

Attached the pic too, if someone is willing to have a look at it.

Thanks
Adam

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