Recently, I have developed a great interest in creating a game in the SCI engine. I love how it looks and sounds (and it has the exclusive honor of being the only game engine capable of full EGA graphics you can develop for), and I really want the engine to flourish.
Unfortunately, I'm not much of a programmer. I'm an animator by trade, and every programming language I know is C-like (mel scripting, AGS-code), so this new engine (and the scattered documentation) is rather intimidating. The art is the easiest part for me, and the programming the hardest. Could anyone kindly help me with my novice questions?
1) Resetting the Walk Loop to Cel 0 when Not MovingSomething that really bugs me about the way SCI handles walking is that it doesn't reset the loop when you stop, leaving EGO to stand around with his leg in the air. This is acceptable for roughly realistic walk cycles, but for more exaggerated, cartoony ones, it'd look odd:

I don't think having his hair suddenly stick in place would be very appealing somehow.
I imagine you'd have to put it inside a doit method, checking if EGO's view is currently a walk, and if EGO is stopped, set the cel number to 0. But do you put it inside a script of it's own? A main script? A room script? What if I want to extend this functionality to all actors?
2) A Question of MemoryHow many props can reasonably be in an SCI screen before it goes belly-up? I've heard a lot of people worrying about heap space. Only thing is, I have quite detailed rooms, like so:
Click hereWould having that many props in one room crash the engine? Would baking the sprites onto the background (via judicious use of AddToPic) ease the load on the engine?
3) Persistant ParserSay I want to have a persistant GUI in my game, that served as the Parser, a quick Inventory button, and a few bits of flair. How easy would it be to have a persistant parser (like AGI) on the screen all the time, and would it interfere with the rest of the engine's workings?
I'm really sorry for inundating you guys with my questions. I'm really enthused that there are still people working on engines like these, and I so wanted to join in on the game making front.