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Messages - Chris Cromer

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31
Mega Tokyo SCI Archive / Re:Anyone used CVS??
« on: July 23, 2004, 03:48:38 AM »
I am not sure if SCI can pick those up or not, but if so, you would probably have to build your own tool wich saves the compiled scripts to the directory. Since SCI Studio is open source, you should be able to use it's source to figure out how to compile scripts, and then use that to write your tool. I don't think a tool like this already exists, but then again I could be wrong.

32
Mega Tokyo SCI Archive / Re:Anyone used CVS??
« on: July 23, 2004, 01:20:39 AM »
All the scripts are already stored outside the games resources automatically in the "src" directory. ;)

33
Mega Tokyo SCI Archive / Re:errors galore and frustration high
« on: July 22, 2004, 05:47:21 AM »
Windows 98 has been known to have problems with SCI Studio. If I am not mistaken, I think Brian has mentioned something about fixing them in the next version?

Note: FreeSCI is not a game authoring package. It's a game interpreter which plays SCI games, including games made by SCI Studio. ;)

34
Mega Tokyo SCI Archive / Re:Windows XP + SCI VGA = GAH!
« on: July 21, 2004, 09:58:25 PM »
FreeSCI.

35
Mega Tokyo SCI Archive / Re:legality of selling games
« on: July 20, 2004, 02:12:37 PM »
It depends on how old a machine and which interpreter you use really...

As for that trailer, that's an AGI game not an SCI game. ;)

36
Mega Tokyo SCI Archive / Re:legality of selling games
« on: July 20, 2004, 04:41:11 AM »
The legality of it is very vague due to the fact that the engine that runs these games was created by Sierra. We don't have permission to be distributing that engine with our games. To be on the safe side I would recommend distributing a interpreter like "FreeSCI" instead of the original interpreter.

37
Mega Tokyo AGI Archive / Re:AGI / SCI Messageboard FAQ
« on: July 16, 2004, 10:33:09 AM »
Couldn't really say, I didn't write AGI Studio, but it works on my xp... so not sure.

38
Mega Tokyo AGI Archive / Re:AGI / SCI Messageboard FAQ
« on: July 16, 2004, 09:34:01 AM »
... that's just silly, you can use .gif's in your signature, your post, and your avatar. It's just attachments right now that arn't allowing .gif's to be uploaded.

Actually the only thing I hate is when people use large images in their signature, just irks me...

39
Mega Tokyo AGI Archive / Re:News about Serguei's destiny II
« on: July 16, 2004, 09:23:00 AM »
Well it doesn't necessarily suck Robin. There are work arounds usually to get old games to work. Plus it has an emulation option in the properties which can let you set games to run as if windows 95 where running and such.

winzip is compatable with xp, I know because I am a xp user myself.

Just go to the directory you downloaded the zip file to and double click the file to unzip it.

40
Mega Tokyo AGI Archive / Re:AGI / SCI Messageboard FAQ
« on: July 16, 2004, 09:10:10 AM »
It can accept them, but they are currently turned off. I will ask df if it's ok to turn .gif files on for attachments.

41
Mega Tokyo AGI Archive / Re:AGI Studio walking-area help
« on: July 16, 2004, 09:09:00 AM »
f0 is for ego on water.
f3 is for ego on signal line.

if (isset(f3)) {
  print "You touched a signal line";
}
if (isset(f0)) {
  print "You are touching water";
}

42
Mega Tokyo AGI Archive / Re:AGI / SCI Messageboard FAQ
« on: July 16, 2004, 09:04:45 AM »
Follow the link in your quote, it has some tools to convert them.

Anyway, there are some other tools besides those as well on http://www.agidev.com and http://www.agigames.com.

Note: I modifed the first post to fix some broken links to my site.

43
Mega Tokyo AGI Archive / Re:AGI Studio walking-area help
« on: July 16, 2004, 07:55:03 AM »
Well cyan is just water, it doesn't require any specific code unless you want to define who and what can walk or can't walk on the water.

For instance, if you use object.on.water(); on the ego, that makes it so the ego can only walk on water, it won't let him get out out of the water area. If you use object.on.land(); he can't get in the water area, but can walk around anywhere else. And object.on.anything(); let's him walk on water or land.

44
Mega Tokyo SCI Archive / Re:playing sounds
« on: July 15, 2004, 10:23:48 PM »
I am talking about the tutorial, not the help file.

45
Mega Tokyo AGI Archive / Re:AGI Studio walking-area help
« on: July 15, 2004, 06:44:04 PM »
0/black = unconditional line, the actor cannot cross that line no matter what.

1/blue = conditional line, the actor can sometimes cross this line and at other times he cannot, which is why it's called conditional. For instance you would use a condition line for a door animation. When the door is closed you would set the condition to be that he cannot cross blue lines. But when the door is open you would set it so he can cross it so he can walk through the door way.

2/green = trigger, when they step on the green lines it triggers something to happen in the script.

3/cyan = water, basically it's used with the object.on.water(); object.on.land(); and object.on.anything(); to see what they can step on. For instance some animations are allowed to be on water while others are not.

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