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Messages - MusicallyInspired

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1606
Ah yes, that's my video. I posted it ages ago after the community went down. It's fairly old, though. I didn't have near as many things programmed in then and even the graphics have been touched up since. Maybe I should make a new video once a couple more backgrounds are complete. There's also a video of the new introduction sequence.


1607
It's still going to be frustrating for players who will instinctively type "get gold key" only to have it fail on them. I had the same problem with trying to type "get basket of goodies" at the mailbox. In the end I had to just do "get basket" and "get goodies". ANNOYING!

1608
I'll try it. But it still bugs me. Why is there a Qualifying Adjective flag in Vocabs.000 at all?

1609
Yes. In Dracula's coffin there are (potentially) two keys. The gold key that opens the final door to the tower realm is underneath the pillow. The silver key appears after you kill Dracula with a stake and mallet while he's sleeping in his coffin, after which he disintegrates into a pile of ashes. If you kill Dracula and pick up the pillow there are two keys that you are able to pick up. I've programmed in every other state. I just need to figure out how I can program "get silver key" and "get gold key".

1610
Been working the past few days. Dracula's castle is now completely playable. The only thing I haven't programmed is the poison brambles outside the castle. Partially because I haven't programmed the snake/winged horse yet.

I'm now programming in the beginning tower realm scenes. The fish part and all that. Before long the whole game will be completable. Then I just need to program in the fancy stuff. Then it's all artwork, something I'm looking forward to a little less than programming and scoring the music.

1611
I still can't figure this out so for the moment I'm going to just make him pick up both keys when you type "get key". If anybody ever has any ideas on figuring this out, please let me know.

1612
SCI Syntax Help / Follow Class
« on: May 06, 2010, 04:40:54 PM »
Here's a dumb question. It's been so long since I've coded I've forgotten how the Follow class works. In my game have this script:

Code: [Select]
setMotion(Follow gEgo 15)

My question is simple, what is the number 15 for? I don't remember.

EDIT: Figured it out. It's the minimum distance the Actor can be from Ego.

1613
SCI Syntax Help / Re: Calling a script not working
« on: May 06, 2010, 12:08:04 AM »
Yes, that does sound tedious!

1614
SCI Syntax Help / Calling a script not working
« on: May 05, 2010, 05:34:16 PM »
I can't figure out why my script isn't being called here.
There are two places where I want it to call a script named "killDraculaScript" for killing dracula,
but when I execute the command to set it in motion it just does nothing.
I must be missing something small here. Little help?

EDIT: Never mind, I figured it out. It was something small, all right. I mislabeled the changeState method to "changestate" instead of "changeState" with a capital "S".

1615
SCI Syntax Help / How to use Qualifying Adjectives with the parser?
« on: May 05, 2010, 04:11:18 PM »
I guess this should have been in the Syntax Help forum. My bad.

I know you've given up on the parser, Cloudee, but if you or anyone else has any insight into how this works I'm all ears. I'm trying to handle some said strings to do different things for "get silver key" and "get gold key". But I can't seem to figure out how to use qualifying adjectives. Sentences are split into three parts and so only two "/"'s are allowed. Any ideas? Can you use the semantic operator "<"?

EDIT: Apparently the semantic operator doesn't work either. Here's my code. Any idea how I can script in adjectives? Just putting a space between the words makes the compiler complain that there is no "gold key" or "silver key" word in the vocabulary list. But it's impossible to have 2-word words in the vocabulary list. So I'm stumped.

Here's the code I have that doesn't work:

Code: [Select]
(if(Said('get>'))
(if(Said('/gold<key'))
(if(not send gEgo:has(INV_GOLDKEY))
(if(== gCoffinOpen TRUE)
(if(== gCoffinOccupied FALSE)
(if(send gEgo:has(INV_PILLOW))
(if(<= send gEgo:distanceTo(Coffin) 5)
PrintOK()
(send gEgo:get(INV_GOLDKEY))
++gKeyQuest
(send gGame:changeScore(5))
)(else
PrintNotCloseEnough()
)
)(else
PrintDontSeeIt()
)
)(else
PrintDontSeeIt()
)
)(else
PrintDontSeeIt()
)
)(else
PrintAlreadyTookIt()
)
)
(if(Said('/silver<key'))
(if(not send gEgo:has(INV_SILVERKEY))
(if(== gCoffinOpen TRUE)
(if(== gCoffinOccupied FALSE)
(if(== gDraculaDead TRUE)
(if(<= send gEgo:distanceTo(Coffin) 5)
PrintOK()
(send gEgo:get(INV_SILVERKEY))
(send gGame:changeScore(2))
)(else
PrintNotCloseEnough()
)
)(else
PrintDontSeeIt()
)
)(else
PrintDontSeeIt()
)
)(else
PrintDontSeeIt()
)
)(else
PrintAlreadyTookIt()
)
)
)

1616
Oh, it's not a playable demo. There's actually nothing to see. It's just the title screen with working buttons (that quit no matter which ones you press). No game data at all. I was just really excited that I got the title screen to work properly and wanted to show how much code goes into such a little thing.

1617
I've actually done some work on this today! In its current state, the game is playable (in a very basic state) up to Dracula's castle. Currently you can acquire the candle, light it, go downstairs to the basement, grab the ham off the table, and acquire the tiara from the chest. I have yet to program in killing dracula and getting the keys, though.

So far I have no random encounters programmed into the game. Right now Red Riding Hood just stands next to a tree in one screen and isn't there anymore once you give her her basket and come back to the same screen again. I'm going to wait to program in all that fancy stuff until the game is completable from beginning to end.

After everything is programmed I'm going to concentrate on some better writing (right now I'm just copy+pasting from the AGI texts), then on to the background art, then sprites and animations, then music and sound effects. It's nice seeing the game playable this far, though, with the regular AGI animations.

Also, just to bring this thread up to date a bit, I've scrapped the arabic "2" for the title screen and thrown in the roman numeral instead. It was just too difficult. I decided to make it look more like King's Quest IV's title screen than King's Quest I's as a nice result. But it still has the same blue buttons from KQ1 underneath the title.

1618
Everything-Else / ActiVision Reconsidering KQ9's Release
« on: May 04, 2010, 05:04:59 PM »
The KQ9 project (dubbed The Silver Lining) was shut down a few months ago by ActiVision when the team submitted their pretty much complete game for review. Since the original fan license was made with Vivendi, ActiVision had only a faint idea of what TSL was and just issued a C&D.

http://kotaku.com/5529809/the-sequel-th%20...%20rise-twist

Honestly, it just seems like their trying to recover some publicity after the Infinity Ward fiasco.

1619
SCI Syntax Help / Re: Headaches Using the door script
« on: May 04, 2010, 01:42:55 PM »
I've never tried using a sound effect with a door. I probably will now that we have the ability to use digital sound effects. But I'm holding off on adding music and sound effects for KQ2SCI until the whole game is completed scripting/art-wise.

1620
SCI Development Tools / Re: SCI Studio vs. SCI Companion
« on: May 04, 2010, 01:41:43 PM »
I thought you did that on purporse seeing as the character you play is supposed to be a kid? That's the impression I got anyway lol.

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