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Messages - MusicallyInspired

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1606
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.

1607
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.

1608
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.

1609
SCI Syntax Help / Re: Calling a script not working
« on: May 06, 2010, 12:08:04 AM »
Yes, that does sound tedious!

1610
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".

1611
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()
)
)
)

1612
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.

1613
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.

1614
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.

1615
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.

1616
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.

1617
For what it's worth, I think the graphics are fantastic. From the backgrounds to the sprite/animation art. Definitely does the job, anyway. Sure things could be better, but for one month's worth of work that's darn good.

1618
It was probably on his end. His download was probably unfinished. Happens every now and then to me as well. He probably just needed to redownload it. I had no problems.

1619
Yeah I noticed the bit about the logo and dosbox. I could have rewritten the changestate to insure that the logo came together completely but that would cause it to take way too long. Acceptable loss there. As for XP, only the internal speaker is supported so just playing straight as is should be fine. your not gaining anything musically by going the dosbox route. XP is what I'm running still.As for the puzzles, if I can even call them that, are pretty straight forward, you'll get there I'm sure.

Well like I said, if I play it through raw XP I don't get sound (even from PC Speaker) and the graphics glitch like crazy. The cursour duplicates on the screen and pieces of areas duplicate onto other areas of the screen. It's not pretty. But DOSBox with 22,000 cycles seems to work nicely.

And I'm sorry. I don't have the shoelace anymore since I got the balloon with the string. My bad :).

1620
Just fired it up here. Doesn't seem to be DOSBox-friendly. The first animation takes far too long and switches scenes before the logo is assembled. I can't play it without DOSBox because I'm using XP which has no sound and the graphics glitch horribly on DOS games. It also crashes in ScummVM before it even starts...too bad.

EDIT: Running the game in 22,000 cpu cycles in DOSBox seems to clear it up nicely. I'm now stuck with the shoelace, poster, and stringed-baloon. Let's figure this out...

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