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Topics - Chris Cromer

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31
Mega Tokyo AGI Archive / Chris's AGI Web Site Goes PHP
« on: April 18, 2002, 09:12:42 AM »
Well I have done a complete layout change for my site and switched from html to php. Before I put it up though I would like for yall to test it out tell me what yall think and tell me of any problems/bugs you find. The test site is at http://www.agigames.com/phpsite/

Also please give me any comments you may have on it.

32
Mega Tokyo SCI Archive / Mouse clicking
« on: April 11, 2002, 03:45:37 AM »
How can I tell the difference between a right click and a left click?... I tried using the hex thing to print it out but I always get a null. I need to figure this out so I can add proper mouse support to my template instead of the right click doing the same thing as the left click.

33
Mega Tokyo SCI Archive / SCI Template Game
« on: April 09, 2002, 10:49:51 PM »
I have posted an example of my template game(don't worry the ego graphic will change I just used it to test things out with)

Since this board doesn't have attachments enabled I had to do it at my new board at http://www.agigames.com/yabbse/

Well anyway the post is in the SCI board, just download the attachment and you can see what I have done so far with the template(source included).

34
Mega Tokyo SCI Archive / Correction for keys.sch
« on: April 08, 2002, 09:43:23 PM »
Here is the corrections for keys.sch just copy and paste it over all the ones that are in there now.

Code: [Select]
(define key_back           $08)
(define key_tab            $09)

(define key_clear          $0C)
(define key_return         $0D)

(define key_shift          $10)
(define key_control        $11)
(define key_menu           $12)
(define key_pause          $13)
(define key_capital        $14)

(define key_escape         $1B)
(define key_esc            $1B)

(define key_space          $20)
(define key_prior          $21)
(define key_next           $22)
(define key_end            $4f00)
(define key_home           $4700)
(define key_left           $4b00)
(define key_up             $4800)
(define key_right          $fd00)
(define key_down           $5000)
(define key_select         $29)
(define key_print          $2A)
(define key_execute        $2B)
(define key_snapshot       $2C)
(define key_insert         $5200)
(define key_delete         $5300)
(define key_help           $2F)

(define key_0              $30)
(define key_1              $31)
(define key_2              $32)
(define key_3              $33)
(define key_4              $34)
(define key_5              $35)
(define key_6              $36)
(define key_7              $37)
(define key_8              $38)
(define key_9              $39)
(define key_a              $41)
(define key_b              $42)
(define key_c              $43)
(define key_d              $44)
(define key_e              $45)
(define key_f              $46)
(define key_g              $47)
(define key_h              $48)
(define key_i              $49)
(define key_j              $4A)
(define key_k              $4B)
(define key_l              $4C)
(define key_m              $4D)
(define key_n              $4E)
(define key_o              $4F)
(define key_p              $50)
(define key_q              $51)
(define key_r              $52)
(define key_s              $53)
(define key_t              $54)
(define key_u              $55)
(define key_v              $56)
(define key_w              $57)
(define key_x              $58)
(define key_y              $59)
(define key_z              $5A)

(define key_numpad0        $5200)
(define key_numpad1        $4f00)
(define key_numpad2        $5000)
(define key_numpad3        $5100)
(define key_numpad4        $4b00)
(define key_numpad5        $4c00)//can not be used to control ego because of numlock
(define key_numpad6        $4d00)
(define key_numpad7        $4700)
(define key_numpad8        $4800)
(define key_numpad9        $4900)
(define key_multiply       $2A)
(define key_add            $2B)
(define key_separator      $2F)
(define key_subtract       $2D)
(define key_decimal        $2E)
(define key_divide         $2F)
(define key_f1             $3B00)
(define key_f2             $3C00)
(define key_f3             $3D00)
(define key_f4             $3E00)
(define key_f5             $3F00)
(define key_f6             $4000)
(define key_f7             $4100)
(define key_f8             $4200)
(define key_f9             $4300)
(define key_f10            $4400)

For anybody trying to make an SCI game you will need to use these because the original ones in keys.sch has the wrong keys for controlling the ego and for the numpad and f1-10 keys pluse f11 and up cannot be used by SCI which made putting them in the original keys.sch pointless.

35
Mega Tokyo SCI Archive / Checking for keys pressed
« on: April 07, 2002, 06:36:45 AM »
For some reason I can't seem to get it to detect whether or not certain keys are pressed.

I used this:

Code: [Select]
           (case evkeyboard
                (if (== message key_t or == message (| key_t $20))
                    (= game_running false)
                )
            )
and when I pressed t it would make the game stop running but when I use key_up and any other keys of that nature it would not work. I am trying to get the ego to move using this method but can't seem to get it to work.

36
Mega Tokyo SCI Archive / Drawing views in SCI
« on: April 06, 2002, 07:36:42 PM »
Whoo hoo first post on the SCI board...

Well anyway here is my problem, I used ShowCel to draw the view onto the screen(I am not sure if I was supposed use this command though) then I used
Code: [Select]
= egocel (egocel 1) to make the cels go up by one giving him an animated effect. Then I set a check up to see if egocel was at 6(number of cels in the loop) if it was it would set it back to 0 and start the loop over.

The problem is that it leaves a sort of shadow of all the previous cels behind.

Which leads to my question. Am I going about setting up animations on the screen the right way? Should I even be using ShowCel or should I use some other command? And if so what should I be doing to draw the animation on screen?

37
Mega Tokyo AGI Archive / Code to make ego swim
« on: September 02, 2001, 06:38:28 PM »
This is the code for making your ego swim just change a few things to make it work with your game.

// Put the code below into the all rooms that have water.

// Beginnning of code

if (ego_on_water) {

38
Mega Tokyo AGI Archive / AGI Tutorial game
« on: September 07, 2001, 04:37:42 PM »
I am currently makeing an AGI Tutorial game and have posted what I have done so far on my web page under the AGI Utils section. My web site is at [shadow=red,left,300]http://www.members.aol.com/agi1122/agi[/shadow][/u][/glow]

I would like to know what yall think of it and what I should add to my tutorial to make it easy for begginers to make AGI games.

39
Mega Tokyo AGI Archive / AGI Templates
« on: October 18, 2001, 12:43:40 PM »
I have just made two templates for AGI games. They have support for the palette patch. You can find them on my web site in the AGI utils section.

Tell me what you think of these. If you would like some more colors just tell me what colors you think I should use. Using them is more complex because of the swithed colors in the palette, for example when drawing pictures or views in the black-red template use white if you want it to look black in the game or use black to make red and use red to make white. If you have any problems just e-mail me.

40
Mega Tokyo AGI Archive / Your favorite AGI/SCI game.
« on: November 12, 2001, 10:03:30 AM »
So here is a good question what AGI game and SCI game from Sierra is your favorite.

Here are mine:

AGI: Space Quest 2
SCI: Space Quest 3
SCI VGA: Space Quest 5

41
Mega Tokyo AGI Archive / The unknown commands
« on: November 13, 2001, 09:32:16 PM »
I am makeing a online tutorial I have completed all of it except for what the unknown commands do. I need to know what each of them do and would appreciate it if someone could give me a brief disciption on how to use each of them. Thanks.

42
Mega Tokyo AGI Archive / AGI Logic Programming Tutorial
« on: November 14, 2001, 03:01:19 PM »
I have put up an AGI Logic tutorial on my web site. I hope all of yall like it. Thanks to the Sarien team and Nick Sonneveld for the help with the unknown commands. I also put up a zipped version of it just in case any one might want to download it.

43
Mega Tokyo AGI Archive / Chris's AGI Web Site
« on: September 01, 2001, 11:49:03 AM »
Hi I just thought I would post my AGI web site here to get more traffic so here it is.

http://www.members.aol.com/agisci/agi/

44
Mega Tokyo AGI Archive / Change of address
« on: December 01, 2001, 07:22:38 PM »
I have changed my address due to reasons I will leave unknown but my new AOL screen name is AGISCI instead of AGI1122 and my web site url has moved from
www.members.aol.com/agi1122/agi to
www.members.aol.com/agisci/agi

www.agi.zzn.com will always be correct it redirects you to the newest site.

If you have been viewing my site and it has not been updated for the last month it is the old site.

my e-mail is now AGISCI@aol.com also.

Please fix your links to my web site and stop e-mailing and IMing my AGI1122 screen name this name is no longer in use by me.

The only reason I brought this up is people still think my stuff is AGI1122 which it is not any more.

45
Mega Tokyo AGI Archive / New V demo released
« on: December 20, 2001, 12:10:36 PM »
We have released a new V demo at www.brainburst.de/v/ check it out tell us what you think and tell us about any bugs you may find.

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