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Messages - Cloudee1

Pages: [1] 2 3 ... 83
1
SCI Syntax Help / Re: Capturing Keystrokes misses the arrow keys
« on: December 20, 2025, 06:45:25 PM »
So it turns out, the arrow keys and the number pad keys are not a part of the key handler, but the direction handler... and maps to event type 68... anyway, here is what worked.
I created an egoHandleEvent Script and then set any old random view to use it when the time came. I left the joystick event in there, but I don't have a joystick so I don't know if that actually works, but the arrow key presses are now captured. In my case, I am setting a couple of variables, pressed tells the doit method that they have pressed an arrow key and to pick the next direction, while the entered variable tells me what direction they pressed as it corresponds to a views loops

Code: [Select]
(instance egoHandleEvent of Script
(properties)
(method (init)
(super init: &rest)
(gOldDH addToFront: self)
)

(method (dispose)
(gOldDH delete: self)
(super dispose:)
)

(method (handleEvent pEvent)
  ;  (Printf "Event Type: %d" (pEvent type?))
  ;  (Printf "Event Message Type: %d" (pEvent message?))
(switch (pEvent type?)
(evJOYSTICK
(switch (pEvent message?)
(JOY_RIGHT (= pressed 1)(= entered  1))
(JOY_LEFT (= pressed 1)(= entered 2))
(JOY_UP (= pressed 1) (= entered 4))
(JOY_DOWN (= pressed 1)(= entered 3))
)
    (pEvent claimed: 1)
)
(68
(switch (pEvent message?)
(1 (= pressed 1) (= entered 4)); pressed Up...
(7 (= pressed 1) (= entered 2)); pressed left
(3 (= pressed 1) (= entered 1)); pressed right
(5 (= pressed 1) (= entered 3)); pressed down
)
(pEvent claimed: 1)
)
(else
(pEvent claimed: 1)
)
)
(super handleEvent: pEvent)
) ; ends method
)

2
SCI Development Tools / Re: Getting started woes
« on: December 15, 2025, 08:29:52 PM »
That's one I am actively trying to get moved over. I am trying to get the kiddo interested in making something. Which means I need to relearn it.

The art was all over the place, some things I redrew and some I didn't so visually it's a mess.

Functionally, the only bit I hadn't done was the swimming bit, the rest of the game was playable


3
SCI Syntax Help / Re: SCI0: Implementing bike riding system
« on: December 15, 2025, 01:09:24 AM »
If you are changing your global ego view variable, you are already good to go

When ego gets on the bike, set your ego view in the script, but also throw in a bit to reset the default... (= gDefaultEgoView 4)

Then in any subsequent rooms, you can just use your set up ego, and it will set ego to whatever view is set as default (SetUpEgo -1 0)

The trick is to change the default variable whenever you change the ego view for anything that persists between rooms

4
SCI Syntax Help / Capturing Keystrokes misses the arrow keys
« on: December 13, 2025, 08:33:56 PM »
Alright, I am working on a mini game, basically the player is prompted which arrow key to press by a view with a changestate. I am attempting to use a handleEvent method in the room script and it seems to be working... just not for the arrow keys.
Code: [Select]
(instance RoomScript of Script
(properties)
  (method (handleEvent pEvent)
  (super handleEvent: pEvent)
     (Print addText: "event" init:)
(switch (pEvent type?)
(evJOYSTICK
(switch (pEvent message?)
(JOY_UP
            (Print addText: "up" init:)
)
(JOY_DOWN
            (Print addText: "down" init:)
)
(JOY_LEFT
            (Print addText: "left" init:)
)
(JOY_RIGHT
            (Print addText: "right" init:)
)
)
(pEvent claimed: TRUE)
)
(evKEYBOARD
(switch (pEvent message?)
(KEY_TAB
            (Print addText: "tab" init:) 
)
(KEY_SPACE
            (Print addText: "space" init:) 
)
(KEY_8
            (Print addText: "8" init:) 
)
(KEY_UP
            (Print addText: "up" init:) 
)
(KEY_LEFT
            (Print addText: "left" init:) 
)
(KEY_DOWN
            (Print addText: "down" init:) 
)
(KEY_RIGHT
            (Print addText: "right" init:) 
)
)
(pEvent claimed: TRUE)
)
(else  (pEvent claimed: TRUE))
)
(return)
  ); ends method
); ends instance
When I run the game, I can press space, and tab and both of them print out two messages, one letting me know an event took place, and a second letting me know the button was pressed. However when I click on an arrow button, I get no response, not even the event has happened message

From the keys.sh file KEY_NUMPAD8 and KEY_UP are defined the same $4800... I tried them both with no response.

What is it that am I missing here?

*The same behavior can be seen in the titlescreen script, any keyboard event should trigger the window... and most do, but not the arrows

5
SCI Development Tools / Re: Getting started woes
« on: December 13, 2025, 08:18:35 PM »
That all depends on how many issues I have getting from where I am now to where I was  ;D

6
SCI Development Tools / Re: Getting started woes
« on: December 10, 2025, 11:08:38 AM »
Excellent, thank you sir.

I have updated my sci 1.1 templates with both your's and Eric's and they both compile and play without noticeable issues

7
SCI Development Tools / Getting started woes
« on: December 10, 2025, 10:04:35 AM »
Lol, ok, never thought this is a post that I would be making.

I have downloaded the 8/21 Nightly build from Kawa's signature link and extracted it.

Created a new folder inside the companion folder called Games, and generated a new 1.1 game named Test

Straight out of the box, without making any changes to anything, everything looks fine, clicking buttons and menu's all look good.

Then, compile all, still with 0 changes to anything, and now when running the game, the restore/restart prompts fall apart. Other buttons too.

What am I missing here? Is there a 1.1 template that I should be using instead. This seems to happen on both my work computer and the desktop at home, so I don't think it' s a me specific kind of issue.

The same thing occurs when I download 3.2.4 and follow the same steps, except in that one, the intro screen falls apart after compile all, presumebly the rest as well


8
Not sure how I would go about it automatically fixing all of the internal mega-tokyo links, but it looks threadid in the old links equals topic in the new link... and they are 2250 apart from each other. Here I edited the link that Omer pointed to for demonstration.

Uh, and about debug modes take a look at this thread:

http://www.mega-tokyo.com/forum/index.php?board=5;action=display;threadid=1491;start=0

*Update: I think this old link, now points here...
https://sciprogramming.com/community/index.php?topic=3741.0

* Update: Looking at the backup I have, it doesn't look like we have everything... I did a search of the database looking for a big chunk of the mega tokyo link text and I found this post
https://sciprogramming.com/community/index.php?topic=77.msg197#msg197

However when looking at the post, the link that is listed points to topic 7016 and message 58350
http://mega-tokyo.com/forum/index.php?board=5;action=display;threadid=7016;start=msg58350#msg58350

BUT...

The backup I have of mega-tokyo, the topics end at 6883 and messages end on 57328, so from what I am seeing, whatever post I was linking doesn't exist

9
SCI Community News / Mega Tokyo Archive for AGI and SCI Finally Live
« on: June 15, 2023, 10:15:37 AM »
It's been a long time coming, the first couple of times I tried to get these archives added (a couple of years ago) I failed miserably and the project got put on a shelf. Well over the last couple of days I have been looking at this again, and this morning, I fired the trigger. Of course I made a back up before I did, just in case everything caught on fire like the last couple of times. But it seems to have actually worked.

The AGI and SCI archive boards are set to read only and are there really just for fun... These closed down a long time before SCI Companion ever existed, so while you may find some code in there... we have come a long way since then.


10
Mega Tokyo SCI Archive / Re:The parameter is incorrect...Help!
« on: October 15, 2004, 04:51:14 AM »
Yes it is a common problem, Brian has addressed it stating more or less that everything would be have to be rewritten, something about it leaking memory like mad. since these problems primarily occur with win98 and aren't quite so frequent with XP I would strongly suggest trying to use that.

I don't know if the new SCIstudio will have this same bug, I don't think anyone has ever said but since it is an extension of the current studio I would probably say yes.

If you can find it Nychold has reworked scistudio somewhat to suuposedly fix this, I haven't tried it so I don't really know. Somewhere around here, one of these threads, Nychold mentions it and I think there's a link but I don't know where the thread is right now so I'll let you search for it.  ;D

p.s. with xp often times when getting that error you mentioned, you still have an opportunity to save your game. As you will notice when you click on ok nothing happens until you click something else, make that something else the save button and that crash ain't quite so bad.

p.s.s the cascading error, the one that doesn't stop, it sucks.  :-\
 

11
Mega Tokyo SCI Archive / A little sound advice
« on: September 18, 2004, 04:29:15 AM »
O.k. for about the last eight months I have been working on SB AdventurePants on one computer (my slowest, 150Mhz), and today I put the game on another computer(my fastest, 2.4Ghz) and, WOW did it fly through my changestate cycles. My intro animations were well finished before the theme song had barely even began.

While I realise that to some degree this may be somewhat unavoidable, but I am now thinking I should add cue points to the song and then use those to trigger public procedures (that are the animations) and that should help to keep the Intro in relative real time.

So I've opened SoundBox added let's say cue point 1, 2

Does anybody know how to use the cue points?
   --  if when cue point 1 do procedure1
   --  if when cue point 2 dispose procedure1 do procedure2






12
Mega Tokyo SCI Archive / Re:Colonel's Bequest P&C
« on: September 13, 2004, 04:42:45 AM »
Uhm, There is a whole lot of work for you to do to create a point and click anything with the current version of SCI Studio.
As you will notice the template game and Colonol's Bequest both use a text based interface. as far as I know nobody has created a pont and click interface with the current version of SCI studio, at least not that they have mentioned or released.
But as some people like to say you can do anything with SCI all you have to do is script it.
-or you can wait for the next version to come out.
-or use a different game creator, like AGS.

13
Mega Tokyo SCI Archive / Re:Creating Game Help
« on: September 02, 2004, 12:00:01 AM »
There may not be enough room to display all of that on the menu bar, but I can't think of any reason why it wouldn't be possible.

But then again I have never done it so my guess is only a guess, not an educated one.

14
Mega Tokyo AGI Archive / Re:Contest Results
« on: August 31, 2004, 03:41:47 PM »
Now is the time that we dance.

15
Mega Tokyo SCI Archive / Re:Coding Questions
« on: August 30, 2004, 08:53:20 AM »
Read the tutorials at Brian's site.

not the help file but the tutorials.

           

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