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Messages - Kawa

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Everything-Else / Re: Palette cycling webpage
« on: July 23, 2015, 12:33:14 PM »
GrafX2, the modern pseudo-Deluxe Paint, has a gradient preview thing not unlike SCI Companion. I'm given to understand Deluxe Paint itself had a similar feature. I used it to design and preview a Sierra Logo-style cycle before I decided to go with a static image.

SCI Development Tools / Re: Color banding in ScummVM
« on: July 22, 2015, 11:37:50 PM »
Why would this not affect DOSBox since it uses SDL as well?
Different color depth settings is the first thing on my mind.

Edit: yeah, log says as much to me.

SCI Development Tools / Re: Changes to SCI 1.1 template game
« on: July 22, 2015, 07:03:54 AM »
There's a few things named lb2 in the template too -- lb2DoVerbCode, lb2FtrInit, lb2ApproachCode... reused from Laura Bow 2, it seems.

SCI Development Tools / Re: Changes to SCI 1.1 template game
« on: July 22, 2015, 04:58:58 AM »
That sounds like a pretty good feature to have, actually.

The Games and other Sierra Adventure stuff / Weird asset reuses
« on: July 20, 2015, 05:34:00 PM »
I'm not talking 'bout things like fonts -- those are a given and I might 1252ify the 0.fon from Longbow next, it seems nice -- but who would've expected to find the La Costa Lotta theme from LSL6 in PQ4?

That's right, PQ4's 521.snd is an in my opinion somewhat nicer to listen to version of LSL6's 200.snd.

I have absolutely no context for its use, since I'm really just going through the resources, listening for anything nice. But this is something of a step above QFG1VGA apparently containing all the cursors from LSL5... what is it with that series?

SCI Development Tools / Re: Changes to SCI 1.1 template game
« on: July 20, 2015, 07:12:04 AM »
What's Cd?
An acronym for the name of a game I'm working on, like Sq5. But not unlike Police Quest 4 Open Season, it doesn't match what's actually shown.

SCI Development Tools / Re: Changes to SCI 1.1 template game
« on: July 20, 2015, 04:42:00 AM »
To think I just replaced all my Sq5 with Cd.

Let it be known that diagonal walkcycles are hard.

Really hard.

Like holy shit guys.

Edit: but dammit I persevere!

Talkers are the next thing I'm going to play around with in my "explore SCI1.1" game...
I'm looking forward to that already.

Awesome. I was thinking of going through all these files and renaming paramN and tempN throughout to increase readability. Incidentally, I really feel like should be, though I understand why it's been given that name.

I must've neglected to actually upload them. Doing so now.

edit: boom

In my stash right now, there are a slight upd0rt on 999.fon (the ? was too low) and a functionally identical but slightly more readable that replaces things like theTheTheGModNum_3 with the somewhat clearer seq. I haven't done this to addColorButton and addEdit yet, but it certainly cleans up.

Can't reach imgur at this time, so I'll just use attachments.

One set of diagonals and a good thinking on even/odd widths coming up! ;D

2106 is actually identical to 0 (at least in SQ5, the game where the originals came from). So I'll probably just delete 2106 from the template game?
Guess so?

Any requests?

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