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Messages - MusicallyInspired

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1636
Everything-Else / Re: We're back!
« on: April 03, 2010, 09:11:56 AM »
It's sitting there....unfinished...on one of my flash drives. I hadn't done a lot of work on it in couple years I believe. I sat down with it a few weeks ago and made the game playable from the beginning all the way until when you get inside Dracula's castle.

And by playable I mean very basic. So far Red Riding Hood isn't random and continually appears on one screen (rather than the few screens she's supposed to show up in), doesn't walk around, and uses AGI graphics. Once you give her the goodies she alters her appearance and then when you leave and come back she's gone for good. The things I have programmed in properly are the wolf, the journey underwater, the ride on the magic carpet, the ride with the boatman and all the different combinations of objects you could be wearing during that time (cloak, ring, and necklace). No baddies show up at all (enchanter, dwarf, Hagatha). I'm really just trying to get the skeletal game fixed up and finishable before I add in all the bells and whistles. The ghosts in front of Dracula's castle work nicely though...but all still AGI graphics.

I'm still haven't finished all the screens in SCI yet. I'm using AGI placeholder backgrounds for about 70% of the game still.

1637
SCI Community News / Re: Half of a new tutorial has been added!
« on: April 02, 2010, 10:55:16 PM »
Nice stuff. I'll have a look through.

I can upload the demos we had if you're interested in a disappearing icon bar. Maybe you can think of something I didn't.

Interesting stuff. I particularly liked how you made the inventory window a pic resource rather than a GUI window port. Now all we need is a proper pathfinding code for the walk cursour to avoid control lines and blocked views. I tried doing this by utilising the Avoid class but I was unsuccessful. I wonder if it's possible? I know that the pathfinding in SCI1+ games was built right into the interpreter (at the expense of the parser) rather than scripted.

EDIT: Here's the demo I had. The iconbar stuff is in a script called setRegions (script 201).

P&C Icon Bar Demo

1638
SCI Development Tools / Re: SCI Help File
« on: April 02, 2010, 11:24:40 AM »
Aren't the properties more or less just used by a class's methods? Except for the odd few like view, x, y, and z. But then I believe there are methods for all of those like setX(), setY(), setView(), etc.

1639
Forum Support and Suggestions / Re: Recommended Link
« on: March 27, 2010, 08:00:12 PM »
Perhaps I'll do some recon and try all Sierra games out on it and play them through to the end and see how well they work then get back to you.

1640
Forum Support and Suggestions / Re: Recommended Link
« on: March 27, 2010, 06:00:13 PM »
None of the games will ever be 100% because of the fact that it's using a different interpreter. But it's more than enough to play the game. You don't even notice the differences (I think the only differences are behind the scenes and not part of the gaming experienc. Even LA adventures aren't 100%. AGI games play perfectly well as the interpreter used is Sarien.

As for SCI games, the reason they're not on the compatibility page yet is because their still working on the SCI interpreter. Sarien is finished so AGI games are on there. FreeSCI is not finished but there has been a lot of work completed on it and it's much farther along now than FreeSCI was before it merged with ScummVM. I actually think the SCI interpreter is disabled by default in the latest stable release of ScummVM, but you can download the daily builds and the engine is enabled. I was just playing Space Quest 5 yesterday with near perfect playability (just a few graphical issues that weren't ironed out yet like some scaling sprites and rotating palette images).

But anyway, your choice. It certainly plays SCI0 games without any issues that I can spot.

1641
Forum Support and Suggestions / Re: Recommended Link
« on: March 25, 2010, 08:10:01 PM »
For the love of mercy don't try to play DOS games in DOS mode in WinXP/2000/Vista/7 at all! For one thing the sound won't work. Also, you'll probably have speed issues.

1642
Forum Support and Suggestions / Re: Recommended Link
« on: March 25, 2010, 06:45:06 PM »
When you do get around to it, add ScummVM as well. It can play AGI and SCI games now.

1643
SCI Community News / Re: SCI Tools page is up and running
« on: March 25, 2010, 12:00:33 PM »
Nice! Lookin`good!

1644
SCI Community News / Re: Half of a new tutorial has been added!
« on: March 24, 2010, 12:35:51 AM »
Nice! I remember King Graham and I were trying to implement a P&C system. He started the cursour system and I created the icon bar. It failed miserably, though, when I kept running out of heap space by making the icon bar appear too many times. I guess the Event wasn't being disposed properly or something. Plus you seem to have solved the problem of heap space anyway besides that.

1645
SCI Syntax Help / Re: Overlaying one pic to another pic
« on: March 19, 2010, 12:23:38 PM »
http://sciprogramming.com/community/index.php?topic=227.0

I made a thread about this ages ago here before the forums went down. Might find some additional useful information there. The only reason I remember it is because I was going through old threads recently and reminiscing.

Seems like the overlay method is the better choice apparently.

1646
SCI Community News / Re: Social Networking
« on: March 13, 2010, 08:47:39 PM »
Nice!

1647
Everything-Else / Re: Of all the things I could be doing...
« on: March 09, 2010, 06:04:29 PM »
Haha! That's ok. It's little things like that that make the website more complete.

1648
SCI Syntax Help / Re: "Look at <inventory item>"
« on: March 09, 2010, 02:33:41 PM »
This is still an annoying problem if anyone has any ideas to rectify it.

1649
The Games and other Sierra Adventure stuff / Gallery Images Uploaded
« on: March 09, 2010, 12:52:15 AM »
I've uploaded a couple screens from my KQ2SCI remake to the gallery section.

1650
Everything-Else / Re: We're back!
« on: March 09, 2010, 12:33:36 AM »
Indeed! I can't wait to see what everybody works on again.

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