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Messages - Cloudee1

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1066
SCI Community News / Re: Fan Games page has been thrown together
« on: February 24, 2007, 08:31:34 PM »
I thought about it for a little bit Doan, and I think I'm going to open a small form that gets emailed to you, without them actually seeing your address. Unless you choose to respond to the email they provided on the form.

I wouldn't want a bunch of spambots to find you during my big search ranking push. I just saw today where a spambot outsmarted a captcha image I made for a guestbook on another site. But then again someone out there may come along and say "that game looks great, if I pay you will you make one for me."  ;D  I'm sure you'd like to get that kind of email. Hey, You never know. So that's what I came up with.


1067
SCI Community News / Re: Fan Games page has been thrown together
« on: February 24, 2007, 11:34:57 AM »
The \'es are because when it gets upladed I do a little bit of manipulation to the form entries ta make sure no one is trying to access it wrongly, and I haven't applied the line of code that strips those slashes when it gets displayed ... laziness.

I'll go fix the Too Bad, I could have swore that's what it was.  :P



Man, talk about service, fixed both before I even finished the post.

****

I finished uploading the rest of the games, also another question for you game guys, Chris had your email adressess on the game download page viewable to the public, would you like to see the same thing happen again here, or keep them private.

To anyone who has a game that I may have somehow missed, sorry about that, feel free to upload it yourself using the link to the game uploader found under the adventure game nav button.

1068
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 24, 2007, 08:50:46 AM »
Oh, copy and pasting from a bmp didn't quite go as expected. I've attatched a screenie of the resultant image. Besides the wierd split, the color band at the bottom isn't supposed to be there either.



The pink and what not is part of the cel I dropped it into

1069
SCI Community News / Fan Games page has been thrown together
« on: February 24, 2007, 07:23:54 AM »
Alright guys, Chris has rumored that he's getting close to having the agi community ready to relaunch. In an attempt to clear up any gaps in availability of games to be downloaded, I have thrown together the fan made games listing page, It's rather crude at the moment but it appears to be functional. If anyone has any trouble downloading a game let me know.

Currently only the games that I uploaded for the showcase are present, I'll upload the rest of the games I snagged from agigames when I get a chance, probably this afternoon.

Also on a related note, I also linked up the remote uploader so new games or competition entries can be uploaded to the games folder and upon virus checks or admin approval or whatever you want to call it, the game will be made available and it will appear on the fangames list.

two questions for you guys with games listed at agi
1. do you want me to keep the current agi download numbers, or do you want me to start fresh.
2. specifically for doan, you have your author credit as rayne on both of your games at agi, would you like to use that or your username



1070
Everything-Else / Re: Sci-Weekly Chatter - Mad Chatter News
« on: February 23, 2007, 06:28:10 PM »
By the way Troflip when I said sci studio keywords, that is in an effort to make up some ground compared to Brian's in search rankings on the subject, not to exclude sci companion.

Probably with the next release, after all the little obvious bugs are squashed and whatnot. Considering the encoded bitmap option (has anyone tried it yet) and a clean template regardless of everything else that it can do, it should be pretty unanamous that sci companion would be the communities first choice in editors.

Has anyone used it on win98 yet, might be possible to get some of our hardware discouraged sci studio users back with a new editor that will work for them.   

I don't think Brian would want to come. He'd start getting all of the old questions again, "Is sci studio vga done yet," "any progress on scistudio vga," "I sent a donation can I get a copy of scistudio vga." The simple fact is that Brian is gone, the way I see it we can only try to do damage control on what is searchable on the web, once we rank just below or just as high, his links become irrelevent, because after finding nothing following all of Brian's links to Mega - Tokyo, then they'll either go back to the search results and try our links. What he has on the web doesn't have to be changed and we don't need Brian to change any of them, it just means that our goals are more defined than they would otherwise be.

1071
Everything-Else / Re: Sci-Weekly Chatter - Mad Chatter News
« on: February 23, 2007, 04:54:57 PM »
JT feel free to promote the sci community however you see fit, but keep in mind that I myself don't plan to do any interviewing of guests or whatnot, so if your inviting people here then you'd better have a plan of whatever it is your planning. So keep that in mind.

As for acquiring new members, my first step is simply to capatalise on all of the keywords that we used that led us to mega-tokyo... Sierra, adventure game, programming. My main focus has been to make a website that the search engines can't ignore when it comes to Sierra Adventure Games. Don't get me wrong, I'd love to watch a chat between our members and Roberta, but the site isn't in any real condition to impress anyone.

Essentially here is where I plan to focus the community development for now.
  • Sierra, sci studio, adventure game programming geared content of the mainsite to get the search engines attention.
  • Finding and asking for link replacement in regards to website owners who can be contacted.
  • New look and layout, besides ol blue (which is nice for us MT vets) something a little more graphicly interesting to get the search users attention when they visit because of our space quest 3 listing, and then notice the showcase games, and realise holy shit, this is a place where I can learn to make games just like this one.

I don't like to think more than three major steps ahead, it gets too disheartening. So likewise a man to man campaign to promote sci community falls below my top three. Maybe with the new site designed I would be more eager to jump on board, but as it is, the website is visually unappealing and I wouldn't show up to a job interview without putting on a clean shirt and shaving so likewise I wouldn't promote it yet to people who I would want to impress (like Roberta). Google's easier in that it's just looking at our words and screenshots.

If anyone would like to help on any of my top three, by all means. find mega tokyo links and ask the site owners who have contact information to replace their link to Mega-Tokyo which has closed with our new sci community link to replace.  Or, if anyone would like to submit original game breakdowns for the sierra games, I've just been copying from wiki but original content is better. Even if anybody has any ideas for a consistent site layout theme that both the website and forum can populate nicely post some sketches.

If you want to run off and bring in special people then by all means feel free, but that is not where my focus is. Roberta would get us visitors for a few days, google will provide a steady stream indefinately.

1072
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 23, 2007, 04:33:09 PM »
Right click is always the first thing I try.  :P

I was just suggesting it to try and keep the icon count down but the options close together.

As far as the whole bmp, I put alot into my views out of organization. for instance usually view311 would contain all of the views of room 11. That's why I always got lost trying to edit views. But I think the whole bmp would be too much.

1073
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 23, 2007, 03:19:42 PM »
Mirror of in the view editor acts a little screwy.

Is it intentional that it always switch back to none after being set to mirror a loop. I could see where that might be handy, so I'm just making sure here, but I expected it to persist.

Also the toolbox list of cels does not update when mirror loop creates them, the filmstrip does, but the cel is unselectable until one is manually made. Also the option to delete cels and loops does not readily present itself, right clicking in the filmstrip area that listed delete options would be nice. Also with the save icon, if a right click on that could also offer the save as feature. Making them both accessible from the same button, it makes sense that it just automatically saves to the same resource number, thats just not what I was used to expecting.

* Del key works for deleting cels

1074
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 23, 2007, 02:22:09 PM »
I for instance haven't used north south east and west variables ever since I learned I could control the memory better by doing it manually. There's a certain level when the software is doing too much for you.

An editor that does everything for you takes out the code creativity factor. For instance this is my competition games roomScript
Code: [Select]
//***************************************************************
(instance RoomScript of Script
(properties)

  (method (doit)
  (super:doit())
  )// end method
 
  (method (handleEvent pEvent)
  (super:handleEvent(pEvent))
  )// end method
 
)// end instance
//***************************************************************
Now granted, the other instances that make up the room take up 320 lines of code. A rigid editor that tries to do things for me wouldn't give me the flexibility that being creative allows.

1075
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 23, 2007, 02:07:42 PM »
If I picture what you are talking about JT, where you just kind of drag and drop images around a page and the software programs the room changes for you, I don't think it is really going to be feasable.

SInce the rooms a script transport to are only held internally in each roomscript, there's no master area for this drag and drop area to update to, and with all the different ways to enter a room, it wouldn't really know how.


1076
SCI Development Tools / Re: SCI Development Resources
« on: February 23, 2007, 01:58:20 PM »
I'll remove the chatter in these posts after a few days, that way anyone else who might have wondered the same thing may notice it, but don't worry, they won't be saved for posterity. I'm not going to lock any of these stickies, because if a new resource becomes known, a reply in them to add whatever link is sufficient for me to find it and update the list.

1077
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 23, 2007, 03:59:35 AM »
In scistudio it opens the little resource number specify window each time you hit save.

You should note the other things your template has included already that Brian's boffed. I assume you got the jump script all done up with the bug you found earlier (years ago now, or is that the same bug the compiler finds) and the addition of the avoid script as well as adding wander to the dispose load script. I noticed you didn't fix the inventory views in main.sc, or add in your easy debug mode, but that might be nice for the next update too. Just get it out of the way for everyone now. I've started a changelog out of the game.txt file found in the template folder. I've gone ahead and attatched it, my changes are on my own machine so you can number it as you see fit. Maybe Lars might have some more input on some of the little bugs too, when he shows back up. It would be nice to get everything ironed out at about the same time. The site, the Template, and the Editor. Then we can all just sit around and make some games.

It was in the script editor that I wanted to close the toolbox. I don't like my code all spread out, I get lost to easy.

I just had a room fail becasue of this:  FormatPrint ("blah
I really can't have a space in there.

Effect all cels in loop, very nice.

1078
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 23, 2007, 03:11:48 AM »
Ah sure enough there it is, Thanks

Could you post that to the template bug fixes, board. They definately fit the bill.

Also I don't see an easy way to copy one view to another resource number, short of exporting and importing it. I need to draw a variation of my main character.

1079
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 23, 2007, 02:18:32 AM »
I figured you had a good template, how many bugs do you have fixed, that would probably be a good download to add somewhere. We need to start adding version numbers on so everyone can tell if there template is the best one they could be using.

The main tutorials page now, will always be the main tutorial page.

I saw something else which I'm sure you've seen too. When the compiler finds an error, it lists it but reports 0 errors on the last line. I almost came it to tell you that it would compile undeclared variables because I realised I had one right when I hit compile, but then I saw the error was actually listed, If i hadn't known it wouldn't have compiled, seeing the 0 errors I would have moved on assuming everything was good. Is there any way we could get a beep added when things fail to compile.

* also I couldn't find the fixes in the help file for the template game.

1080
SCI Development Tools / Re: SCICompanion Prelease Testing!
« on: February 23, 2007, 01:44:39 AM »
Wow, this is pretty nice at first glance, I was able to compile a script without the vocab.000 error.  The full view on the right makes sorting through views easire, I still liked the animate feature, but mostly just for admiring my work, not working so I can do without it. For the most part it looks pretty good. Here's a short list of my initials

  • I would like the option to close the toolbox pane.
  • Could we get the compile all button next to the compile button, I like to compile all a lot.
  • :o you have to change that tutorial link.
  • The x to cloes the tabbed views seems counter intuitive being so high above. I figured it closed the game, without exiting the companion.

* guage, syswindow and jump appear not to compile with compile all, is that going to lead to issues editing the main script? Do you have a template where these three compile, mine is without Brians update, or your jump bug fix. Ammusing that those two scripts are among them.

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