Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Cloudee1

Pages: [1] 2 3 ... 13
1
SCI Community News / Mega Tokyo Archive for AGI and SCI Finally Live
« on: June 15, 2023, 10:15:37 AM »
It's been a long time coming, the first couple of times I tried to get these archives added (a couple of years ago) I failed miserably and the project got put on a shelf. Well over the last couple of days I have been looking at this again, and this morning, I fired the trigger. Of course I made a back up before I did, just in case everything caught on fire like the last couple of times. But it seems to have actually worked.

The AGI and SCI archive boards are set to read only and are there really just for fun... These closed down a long time before SCI Companion ever existed, so while you may find some code in there... we have come a long way since then.


2
Mega Tokyo SCI Archive / A little sound advice
« on: September 18, 2004, 04:29:15 AM »
O.k. for about the last eight months I have been working on SB AdventurePants on one computer (my slowest, 150Mhz), and today I put the game on another computer(my fastest, 2.4Ghz) and, WOW did it fly through my changestate cycles. My intro animations were well finished before the theme song had barely even began.

While I realise that to some degree this may be somewhat unavoidable, but I am now thinking I should add cue points to the song and then use those to trigger public procedures (that are the animations) and that should help to keep the Intro in relative real time.

So I've opened SoundBox added let's say cue point 1, 2

Does anybody know how to use the cue points?
   --  if when cue point 1 do procedure1
   --  if when cue point 2 dispose procedure1 do procedure2






3
Mega Tokyo SCI Archive / setting gEgo's properties
« on: June 15, 2004, 02:25:08 AM »
Ok,

So let's say in one of my room's, not global, I have an ego which is 35 pixel's wide and when ego is on control color something happens.

Currently it depends on what part of ego is on the control color.

What I am unsure of is how do I set it so that if any part of ego (either bottom right or bottom left) is on control color then the reaction will take place.


4
Mega Tokyo SCI Archive / sci studio link
« on: April 26, 2004, 11:44:26 PM »
Brian really this question is directed more towards you, but this gives you an opportunity to publicly respond, for future reference.

I have/am making a website related to my sci, other media projects. I have included a few words about scistudio as well as a link to your site.  I haven't finished writing meta-tags or submitted anything to any search engines yet. I would like to give you a chance to look over/edit anything that is in reference to your projects.

Here's  a link, let me know if you would like me to make any revisions, there is still some other construction taking place also.

waiting for your two cents.  ;)


5
Mega Tokyo SCI Archive / Scaling
« on: March 02, 2004, 03:10:07 PM »
Ok so here is what I am thinking, though with no clue as to how to script this though:

create a class of motion with a doit method which gets the current Priority of an actor. It then takes this value (between 0 14) and plugs it into the equation 5(X)+40. This new number that comes out, between 40 (for 0 priority) and 110 (for 14 priority), we will call this our "Percentage of Scale."  Now get the cel height and the cel width and get one value to apply the percentage too, Using good old pythagorean theorem we know that a2+b2=c2. A=height B=width C=diagonal. Apply the percentage of scale to the diagonal and you will get a new diagonal conveniently scaled. I suppose we will need to get an angle too, so that we can get either a or b in order to reverse pythagorean's theorem. use something like SinZ=opp/hyp opp=B adj=C use before percentage to get angle, and after scale to get B.  Ok now use your new scaled diagonal to draw cel width and height by their new numbers.

What do you think does that sound like something that could, would work. I have no idea how this script would even really get started.

How about a community project, something that when finished we could all add to our template game, I know I would enjoy having scaled actors.

6
Mega Tokyo SCI Archive / Deciphering the directions
« on: February 29, 2004, 06:10:16 AM »
Ok. as some of you may have noticed There is a similar thread to wich I have posted a question.

http://www.mega-tokyo.com/forum/index.php?board=5;action=display;threadid=5029

Having gone unanswered has led me to believe that this is not the route to go, I have however done a little digging and found this in the feature.sc

[code](method (setDirection direction)

7
Mega Tokyo SCI Archive / Buff? Buffy? No, Buffers?
« on: January 12, 2004, 04:44:10 AM »
Hey guys
 
When I minimize my game and then left-click on it in the taskbar and select properties I find that I am able to change both the buffer size (50) and the number of buffers (4).

I guess my question is then what are the optimal number of buffers to have, and how big should they be, I have had heap space problems and am curious as to whether changing any of this could help

8
Mega Tokyo SCI Archive / Projects in motion!
« on: December 10, 2003, 02:32:12 AM »
Alright you guys this board is beginning to lose it's enthusiasm!

It might be time to talk a little bit about what is going on out there,  How about some updates, screenshots, something, anything.

I'll even start it off by throwing a screen shot up here! :-*
This shot is from my Spongebob Squarepants game!

9
Mega Tokyo SCI Archive / Out of Heap Space
« on: November 17, 2003, 11:41:28 AM »
Ok so I leave room 1 and when I try to reenter it from any direction I get an "out of heap space" error.

What should I be looking into to alleviate this situation.

(A prompt response would be appreciated!)

10
Mega Tokyo SCI Archive / changing states, always a joy
« on: November 03, 2003, 03:04:46 AM »
Just when you think it is safe to go back into the water!

GARY_P = 0                     is a global variable

I have this which is the only place the variables changes.

(if(Said('[talk<to]/gary'))
   (if(< (send gEgo:distanceTo(garyMan)) 65)
         (if(== GARY_P 1)
        = state 17
        = cycles 1
            )(else
            = GARY_P 1
            = state 0
            = cycles 1
            )
   )(else Print("Don't yell at Gary,"))
)

when I talk to gary it goes to state 0 just fine but if I talk to him again it does not change state at all it does nothing, I need to get to sate 17 and beyond. here are my states.
...
(switch (state)
      (case 0 (if(not(TALK_TO))return))
      (case 1
        ProgramControl()
...
        return)
      (case 17(if(== GARY_P 0))return)
      (case 18
        ProgramControl()
...

Can someone please please please :-\ help? :-\

11
Mega Tokyo SCI Archive / Display
« on: October 30, 2003, 05:20:46 PM »
Alright,
I am working on a talking interface for a new project, I am using Display to put the dialog next to the animated talking view, I can bring it all up and everything goes fine except that the message displayed still stays on screen after the state has ended.

My questions are:
1. how do I hide/end the displayed message?
2. how would I display text 000 index 0?


12
Mega Tokyo SCI Archive / doit death
« on: October 03, 2003, 04:14:21 AM »
Ok
I though that this would work, but it hasn't so far.
I'm trying to make it so that if the player has set a mouse trap in this room, and then stepped on said trap, then death...but so far death has not come.

for the control I have a double wide grey line passed which ego has to walk to get to where the trap is

(method (doit)
     (var dyingScript)
     (super:doit())
     (if(== (send gEgo:onControl()) ctlRED)(send gRoom:newRoom(1)))
         (if(== (send gEgo:onControl()) ctlGREY)
           (if(==(TRAP_SET 3))
             (send gEgo:hide())
             (trapSet:loop(1)setCycle(End))
             = dyingScript ScriptID(DYING_SCRIPT)
             (send dyingScript:caller(902)
             register("Maybe next time Echo you will be smart enough not to step on the trap you set! "))
             (send gGame:setScript(dyingScript))
           )
        )
)  

Anybody have any suggestions?   :-\


13
Mega Tokyo SCI Archive / When I save it crashes
« on: September 25, 2003, 03:46:37 PM »
Hey has anybody else had this problem,

 either when I run game from inside scistudio or if I run my game independently when I try to save game it either ocks up and I have to restart program, or sometimes I get a

"16 bit MS-DOS Subsystem error" which says that
"the NTVDM CPU has encountered an illegal instruction.
CS:0027 IP:01fb OP:ff fc c0 of 00 choose close to terminate the application"

The game does save but the program always closes at that time.

14
Mega Tokyo SCI Archive / How do I take control away from ego
« on: September 18, 2003, 07:53:49 PM »
Ok
I've got a view of my ego chillin on the bed, when you say sit down then the other view comes up and ego hides, and vice versa when you say stand up, Even though my ego is hidden you can still manuever him out of the door, how do I take away  control, so he'll just stand there invisible, immovable, until I show him again.


(if(Said('sit/down'))
   (if(not(ON_BED))
      (send gEgo:hide())
      (chillinOnbed:show()loop(1))
      = ON_BED TRUE
   )(else Print("You are already on the bed!"))
)
(if(Said('stand/up'))
   (if(ON_BED)
      (send gEgo:show())
      (chillinOnbed:hide())
      = ON_BED FALSE
   )(else Print("You are already not on the bed!"))
)

15
Mega Tokyo SCI Archive / I son't know why this won't work
« on: September 17, 2003, 04:15:37 AM »
ok here is the problem I am having with this

I f you have trap and have not smoked with rat then setting the trap seems to work, if you have smoked with the rat and the try to set trap then it says that the trap is already set.

(if(Said('use,set/trap'))
  (if(not (TRAP_SET))
    (if(send gEgo:has(INV_TRAP))
      Print("You spot a good place to set the trap!")
      (send gEgo:put(INV_TRAP))
      =TRAP_SET TRUE
          (if(not (SMOKE_WITH_RAT))
             (send gGame:changeScore(2))
          )(else (send gGame:changeScore(4)))
    )(else Print("What trap?"))
  )(else Print("You have already set the trap!"))
)

the default for TRAP_SET is false
the default for SMOKE_WITH_RAT is false

Pages: [1] 2 3 ... 13

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.04 seconds with 18 queries.