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Messages - Cloudee1

Pages: [1] 2 3 ... 72
1
AGI Development Tools / Re: Operation: RECON
« on: February 26, 2022, 07:21:46 PM »
Oh no, a ton of coding has been done...
SQ1 about 85%, need more sounds, and more looks but can be played all the way through
SQ0 about 75%, can be played all the way through, but a bit buggy in places
SQ2 about 80%, can't be played all the way through, but only missing a few elements that make that possible
TLD 0%, that things just massive and haven't delved into it too far yet
SQ3 about 45%, most rooms are present but overall, very fragmented

2
AGI Development Tools / Re: Operation: RECON
« on: February 25, 2022, 06:54:26 PM »
Pretty sure
Just played through it as far as I could from the beginning, Made it through 1 and 0, and ran into some dead ends in 2...
The way I have it planned, slightly reordered... starts with 1... taking the elevator at the end, takes you to a different level where instead of an escape pod, is the beginning of 0... at the end of that, blue chick drops you off at the beginning of 2... at the end of 2 we let TLC pick up from there, and at the end of TLC, the junk freighter beams up the junk ship from the planet to land us at the beginning of 3

3
AGI Development Tools / Re: Operation: RECON
« on: February 25, 2022, 06:05:34 PM »
Don't be in too big of a hurry on the SQ remakes, I've got one in the works that attempts to combine SQ1-3 and Replicated and TLC into a single playable game.

4
AGI Development Tools / Re: Operation: RECON
« on: February 23, 2022, 03:04:19 PM »
I remember that one, I even added a review of it way back when

https://sciprogramming.com/fangames.php?action=review&id=162

5
AGI Development Tools / Re: WinAGI Version 2.1.15 Available for Download
« on: February 18, 2022, 02:45:41 PM »
The question becomes whether or not to convert it to a newer version of sci or not? It was written in the original sci0 template using my point and click work around and Gumby's sci audio. From what I remember, I was super close  to having it done. There was one three or four screen area that still needed to have some logic written, and in a couple other places I had redrawn a couple of rooms, but the art really didn't mesh. Pretty sure beyond that, it was playable.
 

6
AGI Development Tools / Re: WinAGI Version 2.1.15 Available for Download
« on: February 17, 2022, 07:44:50 AM »
Entry has been updated here on the tools page as well

7
To play the game, you'll need your own interpreter files. It needs to be a version that supports menus and multiplication/division (MSDOS version 2.411 or higher on DOSBox). I haven't tested it on NAGI or SCUMMVM, but I think it should work just fine on those platforms too.
That's a negative on SCUMMVM, the message appears that menus need to be supported. I also gave it a whirl with nagi, but I am short a dll, that's probably just my own issue. Dosbox got me there in the end.

8
Forum Support and Suggestions / Re: HTTPS/TLS
« on: February 10, 2022, 10:01:25 AM »
I have updated the themes address in the admin panel, the front page seems to load correctly now. However it still lands on all kinds of insecure pages. I'll keep digging and see if I can find all the hardcoded http's and turn them into https's

*Pretty sure I have everything either working, or totally broken lol. It wasn't easy, but I went through and managed to get the forum version updated to the current version. With a few of the mods we've added, unfortunately it wasn't just a matter of clicking install. But regardless, it's done.

We also had quite a bit of deprecated code going on that I attempted to go through and clean up. It has been a very long night. If anyone still has flash installed, the arcade is even back up.

If anyone comes across anything that is broken, please let me know while all this sites code is fresh in my mind lol.


9
As far as SCI0 is concerned... using Studio Syntax...

Clicking on a view:
Code: [Select]
(if((> (send pEvent:x) (slime:nsLeft))and
    (< (send pEvent:x) (slime:nsRight))and
    (> (send pEvent:y) (slime:nsTop))and
    (< (send pEvent:y) (slime:nsBottom)))
              Print("You clicked on a view.")
)// end if item

Or, clicking on a Control Color
Code: [Select]
(if(== OnControl(ocSPECIAL (send pEvent:x) (send pEvent:y)) ctlSILVER)      // Silver Control Color
              Print("You clicked on the silver control color.")
)// end if control

In the above snippet, you can change it to check for a visual or priority color by changing the ocSPECIAL....
Code: [Select]
(if(== OnControl(ocPRIORITY (send pEvent:x) (send pEvent:y)) ctlSILVER)      // Silver Priority Color
(if(== OnControl(ocVISUAL (send pEvent:x) (send pEvent:y)) ctlSILVER)      // Silver Visual Color

and finally... clicking inside a rectangle...
Code: [Select]
(if((> (send pEvent:x) 273) and
    (< (send pEvent:x) 320) and
    (> (send pEvent:y) 0) and
    (< (send pEvent:y) 45))
              Print("You clicked inside a rectangle.")

10
Yeah Phil, you're right. This does work
Code: [Select]
Print(100 Random(1 4)) // Studio syntax

the differences in the syntax would be my guess why Claude thought it failed initially
Code: [Select]
(Print 100 (Random 1 4)) // Sierra syntax

That's my bad Claude for not pointing out at the time that I was using Studio syntax when I first posted the solution. Well if nothing else, you now have three ways to accomplish the same goal

11
I had that inkling, but I really wasn't sure... you could always use a switch statement... but it's not very pretty

Code: [Select]
(case MENU_QUIT
  (if(Print("Do you really want to quit?" #title "Quit" #font gDefaultFont #button " Quit " 1 #button " Oops " 0))
    (switch(Random(0 3))
      (case 0 Print(100 1))
      (case 1 Print(100 2))
      (case 2 Print(100 3))
      (default Print(100 4))
    )// end switch
    = gQuitGame TRUE
  )//end if
)// end case
 
Or the best solution would be to create a variable to use

In the handle event method, add the new varable... your current variable list may look different than this, I am pulling up Manic's source code to copy from, but just add randomStatement to the end of whatever is listed in the var defines.

Code: [Select]
(method (handleEvent pEvent)
(var menuItem, hGauge, newSpeed, randomStatement)

Then in the case menu quit statement set the variable and use it.

Code: [Select]
(case MENU_QUIT
     = randomStatement Random(1 4)
     (if(Print("Do you really want to quit?" #title "Quit" #font gDefaultFont #button " Quit " 1 #button " Oops " 0))
          Print(100 randomStatement)
          = gQuitGame TRUE
     )
)

I can't think of any reason why this wouldn't work

* tested, works... you may need to adjust accordingly for Sierra syntax. As mentioned elsewhere, I have not yet made the change

12
Community Competitions / Re: Halloween Challenge
« on: September 23, 2016, 12:21:09 PM »
It's been a couple years and Halloween is coming up quick... anyone think it's about time for another one of these or are we all content working on our current projects for now and not really interested in committing a month to something else?

13
Also, your if statements don't seem to close before the else statement is called

Does this actually work?
(if
 else
)

*Ah wait, I see by the comments you are using sierra syntax... which I have barely looked at, so it may very well work... nevermind

14
I accomplished this in the MenuBar script.

Scroll down to the MENU_QUIT case statement and add in anything that you want. In my case I always add in the "Visit SciProgramming.com" line. In this case here it is hardcoded in the script, but it would be just as easy to send it to a text resource instead.

Code: [Select]

(case MENU_QUIT  
(if(Print("Do you really want to quit?" #title "Quit" #font gDefaultFont #button " Quit " 1 #button " Oops " 0))
Print("Visit SciProgramming.com")
= gQuitGame TRUE
)
)

I can't remember if you can use the Random procedure in the print statement directly, but if so then assuming in this case text resource 100 lines 1,2,3,4 then change the sciprogramming line above to something like...

Code: [Select]
Print(100 Random(1 4))

15
Everything-Else / Re: What's the name of this?
« on: September 17, 2016, 08:14:56 PM »
When we remade KQ3 at AGDI we had to remove the ability to kick the cat because all the interactions were taken. Sometimes you just have to sacrifice. I'm sure Sierra did likewise in a few instances in their remakes.

Yeah, what seems the most intuitive way to incorporate "dive" into the point and click interface... something I have gone round and round with.

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