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 - JRedant

Pages: [1]
Hey guys . . . here is my new project, developing an SCI 1.1 game and streaming it on YouTube in real time.

I'm pretty sure this is going to interest no one else but myself. I did want to tally up my own literal hours to see how long it takes to develop one game.


T - Training (Going to the Sandbox, using the API, Tutorial and this website, of course . . . aka "I dunno how to do this.")
R - Research (reading through the source code, grabbing stuff off of Google, etc . . . which goes towards the development of the game)
C - Coding (coding the actual game)
D - Debugging and Testing (I won't get to this part until I have at least two rooms set up)

Forum Support and Suggestions / Trouble with SCI Companion
« on: June 28, 2019, 08:26:02 PM »
Hey guys! Long time no see.

So I'm starting up a live stream of real-time game development.

And I find myself stuck. What am I doing wrong?

Here is the page in question:

And here is the code that I think I'm supposed to be using:

(instance rm110 of Room
      picture 110
      horizon 50
      vanishingX 130
      vanishingY 50
      noun N_ROOM
   (method (init)
      (AddPolygonsToRoom @P_Default110)
      (super init:)
      (switch gPreviousRoomNumber
         ; Add room numbers here to set up the ego when coming from different directions.
            (SetUpEgo -1 1)
            (gEgo posn: 60 130)
      (gEgo init:)
      ; We just came from the title screen, so we need to call this to give control
      ; to the player.
      (gGame handsOn:)
          approachVerbs: V_DO
          approachVerbs: V_DO
          setOnMeCheck(omcPOLYGON CreateNewPolygon(@P_Painting))

This is throwing out the following error:

Error: Expected an expression (111,3): "painting"

Where did I mess up?

Hello everyone.

It's been ages. Some inspiration has me going about crafting a game and I finished what could be considered the Beta version using a "wire frame" or "template" technique.

This Beta version was completed in the course of 2 days. Conceivably, this could have been done in 24 hours.

What this means is:
* Have the game and details already mapped out on paper
* map out the game in very minimal detail
* use the built in "Roger" ego character

The game is: enter the Castle, leave the castle.

I am making it available to everyone should any one decide to fill in their own details.

To-Do list:
- Sprites (for the adventurer and the various beasts in the game)
- Beasts (According to the original program, all rooms, except for the ending room, may have a beast that will attack you)
- Provisions (the original program has a 'provision menu' that will just appear if you press a key, I may do away with this)
- Light (One of the provisions is a 'light'. If you don't have it, seeing will be difficult. Also, it can be knocked out of your hand, if attacked)
- Food (revives health)
- sword / axe  / amulet (to defeat the beasts)
- suit of armor (to defend against attacks)

What I also wanted to do was to prove that with the bare amount of details, you still can have a complete game.

Source code included.


Forum Support and Suggestions / SCI @ Computer Summer Camp?
« on: November 14, 2015, 12:43:04 PM »
I would like to get a general feeling about this before I put any weight on it:

Would it make any sense to put together a game programming summer camp  primarily using SCI?

Lets say if it were to last one week or two, what can be reasonably accomplished during this time?
Would the SCI platform be a friendly starting point in game coding?
Would it give the kids any kind of a skill set for future opportunities?

I am pondering these questions now that I am working at a school district.

Honest opinions? Feasible, or wouldn't float?

The Games and other Sierra Adventure stuff / Werewolves and Wanderer (2.0)
« on: September 27, 2015, 05:36:13 PM »
I was hung up on restarting the project. I could pick up where I started off.

Or I could try something different. Again, I've been focusing far too much attention to details. I'm one guy, not a whole team. My strategy now will be to keep the design of the room simple. In other words: create a no-frills version 1.0, with the intent that me or someone else will pick it up down the road, add in some details and come out with a version 2.0.

It's a lesson I learned this week being a DBA...details can wait.

Everything-Else / On the way-back machine.
« on: September 23, 2015, 08:17:45 PM »
So I was bored one day and looked around Google for a while, and I came across this little ditty.

Going through the book collection, one caught my attention, "Write your own fantasy games" from Usborne-Hayes. It's a type-in programming book written in 1984, geared towards kids. It was written for the Commodore line.

Okay, so what?

On page 5:
"The program uses sound effects for battles, and graphics which you program yourself...once you understand how these work, you can adapt them for programs of your own.
The structure of the program could also be adapted. It is divided into three inter-relating parts. The routines you use to create dungeons and characters are programmed separately, then your creations are loaded into the game program when needed. You could use this structure in programs other than games where you want to work something out first and add the result to the main program later"

Sound familiar? To me, this sounds and looks like a very primitive version of our own SCI and AGI.

Hey everyone!

I was really excited when I stumbled on this episode, as it has some alumni from Sierra:

Watch the entire episode, or start at the 15 minute marker for the Sierra interviews.

Everything-Else / Back to work!
« on: August 27, 2015, 08:09:51 PM »
Five months, 20-some interviews and a whole heapin' load of applications later, I have a job!

I'm working as a DBA Apprentice. Put another way, I'm a database techie. Put yet another way, I'm a software developer for the school district.

My experience with programming in SCI was mentioned in the resume, but it never came up in the interview. However, some of my experience will come in handy. I think after a while when I get settled in, I will come back to the community and back into game programming.

Community Competitions / Christmas Card
« on: November 01, 2014, 03:28:35 PM »
This is a Christmas Card, not a playable game.

Remove all player controls except for four:
- A key to "stop"  (to halt and exit the program)
- A key to "pause" (to halt the program until the user presses the same key again)
- A key to "restart"  (to restart the program from the very beginning)
- A key to "mute" (to continue the program with no sound until the uses presses the same key again)

Use any available Christmas song for the Christmas card.
(Bonus points if you can tailor the song to be played on all formats: PC Speaker, Tandy 3-voice, Roland, and so on. This is entirely optional. Otherwise, just go for the best quality you can muster)

The lyrics of the Christmas song must be on the screen.

Tailor this Christmas card to someone specific (for example, "From Joe Smith, to my wife Barbara", "To Mikey, from your dad", or "To Al Lowe, thanks for your inspiration. From your fan, Roger Wilco")

Send this Christmas card to that person.

From here on out, the rest is entirely up to you. Here are some ideas on what to do for the Christmas card:
* Static images of Christmas scenes
* Familiar Sierra characters in familiar Sierra game screens in gestures of togetherness for the holidays
* Your best animated interpretation of a Snoopy Christmas, or the Grinch that Stole Christmas
* Static memorable family images
* A Christmas tree with an animated train circling around it

As for ending the Christmas card, that is also entirely up to you. Here are some ideas:
* An infinite loop. The program will not stop until the user presses the "Stop" key.
* End the program at the end of the song
* End the program at the end of the animation
* After the song has ended, put an infinite loop on a static image that will not stop until the user presses the "Stop" key.

Happy holidays everyone!

Community Competitions / Halloween Challenge
« on: September 26, 2014, 06:44:25 PM »
I have no idea how this has worked in the past. So I'm going to make one. :-)

Challenge: Create a game with six rooms only using the following:


You have been set-up on a dare by your friends: To go into a boarded up haunted house, get a chalice and leave. As soon as you have entered the haunted house, the door behind you mysteriously locked. So now you can't leave the house unless you have both the chalice and the key to get out.

Room A:
You are in the entry way. There are cobwebs, and unlit candles everywhere. Whoever lived in this house had not bothered to take their furniture with them when they left. There is an exit to the west. The door to the east is locked and needs a key.

Room B:
You are in the dining room. There is uneaten food on the table, surrounded by four chairs. In the northwest corner, there is a cabinet that holds a collection of plates. There are two exits, one to the east and one to the south.

Room C:
You are in the hallway. There are family pictures hanging on the wall, and one picture frame that is disturbingly blank with the word "unforgiven" underneath. There are two exits, one to the north and one to the south.

Room D:
You are in the basement. Unlike the rest of the house, this room is sparse, except for a single table with a key at one end. There is only one exit: a staircase going upwards to the west.

Room E:
You are in the kitchen that is fully stocked with food. Unlike the spoiled food in the dining room, your nose tells you that the food here is in good shape.  There are three exits: a staircase doing downwards to the east, an exit to the north and an exit with a golden glow to the west.

Room F:
You are in the master bedroom. The clothes closet is empty except for a golden chalice. The queen size bed is unmade and hasn't been slept in for a very long time. There is a single exit to the east.

There are three items:
A flashlight in room A. Without the flashlight, you won't see anything in entire house and the likelihood of being attacked by a GHOUL in any room is 80%. With the flashlight, the likelihood of being attacked goes down to only 35% in any room.
A key in room D. Without the key, you can't leave the house. If you leave the house without the CHALICE, you would win, but it would be a hollow victory.
A chalice in room F. If you leave the house with the CHALICE, you win the game.

There is only one NPC:
A GHOUL who will attack you 35% of the time if you have the flashlight, and 80% of the time if you don't have the flashlight. The GHOUL's attack will remove 1 point off of your health meter and then will leave the room. You can fight back. Your chances of landing a successful punch and scaring away the GHOUL are 10% if you don't have a flashlight, and 90% if you do have a flashlight. If the GHOUL makes a successful attack, there is a 50% chance that any one item will be removed from your inventory and sent to a random location inside the house.

You, the Ego:
...have 10 health meter points. You can recover one health point at a time only by eating food from the kitchen. If you eat food from the dining room, you lose one health point, and the chances of being hit by a GHOUL goes up 5%.

Hey guys!

I've been on a long hiatus. Part of it was work and the other part was my social life catching up.

Soo....I started work on a new game without finishing up Island of Secrets. There are two reasons why. The first one I just mentioned. The other reason was I put too much into it and needed to put myself in a different frame of mind.

I thought it would be fun showing off my development process, as well.

And now, my current project: "Werewolves and Wanderer".

This comes from Tim Hartnell's book, "Creating Adventure Games on Your Computer" from 1984.

Because I'm only one man, and any game made by Sierra is completed by a whole team, I've decided to focus on detail at a time.

The Ego
Not much of a description was given. are the wanderer (pg 7)


It's open to interpretation. For this version, I decided to do a google search for "Adventurer". The Ego for this version is based on the image found here.

SCI Syntax Help / Changing an EGO view
« on: August 04, 2013, 04:16:47 PM »
Say if you want the EGO to change clothes, ride a horse, or put on a space suit. Lets assume View.001 is your current EGO, and View.002 is the EGO in a "new state" (new uniform, etc.) What code would you use?

Hey guys!

It's been over a year since I last revisited the project. So I have some updates and a question.

I found a walk-through of the game and it looks like it needs to be done in the correct sequence. Otherwise, you can't win. And it's kind of like the early King's Quest collect stuff to reveal clues. Some of the stuff is pretty useless after revealing the clues.

So, for example, in a scene that had me stumped for a while:
You are in a cave and you see mushrooms. In the mushrooms is a parchment that contains a valuable clue. The walk-through revealed that you weren't supposed to interact with the mushrooms until you had completed four prior tasks in a specific order. After you completed those tasks, then you can get the mushrooms and then you can get your parchment.
For my SCI interpretation, this turns out to be a simple fix. I also decided to be nice to the player, as well.

So here's the question:
There is a Canyon Beast in the game. It wanders around, ignoring all actors. You can't RIDE BEAST until late in the game. I have designed a view with the EGO riding the BEAST. What code do I use to change the EGO View from 001 to 003?

SCI Syntax Help / Syntax: setMotion
« on: February 28, 2012, 11:22:07 PM »
I'd like if there was a book or PDF that has the syntax available, instead of having to scratch around for it.

So what is the syntax for setMotion?

So far, in the tutorials, I see:

setMotion(Follow gEgo 15)


setMotion(MoveTo 180 150 RoomScript)

What I want to do is have an actor avoid the gEgo.

The Games and other Sierra Adventure stuff / Island of Secrets
« on: February 07, 2012, 09:07:43 PM »
Hey guys, I'm not sure if it's because my computer is running Vista, or if there's something in the tutorial that I'm not understanding, but I'm having trouble making headway into my game.

So I downloaded ScummVM, because SCIV.eve doesn't work with Vista. ScummVM was able to load, and run the Point and Click tutorial, and the template with no problems. But as soon as I made any changes, it decides that it doesn't want to run.  ??? What am I missing?

Perhaps I should be using something other than ScummVM?

I'm going to try the tutorials again. Maybe I'm passing over something vitally important?

Pages: [1]

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

Page created in 0.044 seconds with 18 queries.