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Messages - JRedant

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Hey guys . . . here is my new project, developing an SCI 1.1 game and streaming it on YouTube in real time.

I'm pretty sure this is going to interest no one else but myself. I did want to tally up my own literal hours to see how long it takes to develop one game.


T - Training (Going to the Sandbox, using the API, Tutorial and this website, of course . . . aka "I dunno how to do this.")
R - Research (reading through the source code, grabbing stuff off of Google, etc . . . which goes towards the development of the game)
C - Coding (coding the actual game)
D - Debugging and Testing (I won't get to this part until I have at least two rooms set up)

Forum Support and Suggestions / Re: Trouble with SCI Companion
« on: June 29, 2019, 12:02:50 PM »
Thank you!

Oh incidentally . . . this is all part of my current project . . . a kind of real-time development on YouTube, where I steam every single part of the game development.

Game Dev (Werewolves and Wanderer):

So it will be dull and boring.

It does keep me going with my interest factor.

I watched too many critic videos and video gaming streams. I get bored when I try to do one. And kept thinking "there isnt any point to this is there?" I can tear apart games like AVGN or Markiplier. I can be a self pompous jerk like Darksydephil or Nostalgia Critic. Or I could look in depth in games and give thoughtful reviews like Rerez.

None of that interests me.

I would rather make one.

If anything, just to show people how long the process takes and how much passion and patience you need to make one. From start to finish.

That's my drive for this project and i might be able to finish it this time.


After a hiatus and some tinkering around with YouTube streaming, and purchasing some equipment, I'm resurrecting the Werewolves and Wanderer project I worked on in the past.

This time I'm using the SCI 1.1 Engine in SCI Companion (the latest build)

Game Dev (Werewolves and Wanderer):

This is a real time development. Which means the series itself will be dry and boring.

It will give a sense as to exactly how much time is needed to develop one of these things.

Forum Support and Suggestions / Re: Trouble with SCI Companion
« on: June 29, 2019, 09:27:28 AM »
That's resolved and working as expected.

I think I inadvertently became a Beta Tester for the new API.

Forum Support and Suggestions / Re: Trouble with SCI Companion
« on: June 29, 2019, 09:21:57 AM »
This looks like a weird mix of SCI Studio and Sierra syntax. In particular, the expression that's throwing an error is in SCI Studio syntax. You can change it as follows:
Code: [Select]
          setOnMeCheck: omcPOLYGON (CreateNewPolygon @P_Painting)
(oh, I see it comes from the page you linked to...)
I haven't tested this btw, I just rewrote it mechanically in the new syntax.

Yup! That worked. Thank you.

Who do I report to to have that code changed?

Forum Support and Suggestions / Re: Trouble with SCI Companion
« on: June 29, 2019, 09:20:45 AM »
Kawa: Did that.

Forum Support and Suggestions / Trouble with SCI Companion
« on: June 28, 2019, 08:26:02 PM »
Hey guys! Long time no see.

So I'm starting up a live stream of real-time game development.

And I find myself stuck. What am I doing wrong?

Here is the page in question:

And here is the code that I think I'm supposed to be using:

(instance rm110 of Room
      picture 110
      horizon 50
      vanishingX 130
      vanishingY 50
      noun N_ROOM
   (method (init)
      (AddPolygonsToRoom @P_Default110)
      (super init:)
      (switch gPreviousRoomNumber
         ; Add room numbers here to set up the ego when coming from different directions.
            (SetUpEgo -1 1)
            (gEgo posn: 60 130)
      (gEgo init:)
      ; We just came from the title screen, so we need to call this to give control
      ; to the player.
      (gGame handsOn:)
          approachVerbs: V_DO
          approachVerbs: V_DO
          setOnMeCheck(omcPOLYGON CreateNewPolygon(@P_Painting))

This is throwing out the following error:

Error: Expected an expression (111,3): "painting"

Where did I mess up?

Okay, I have a question:

In SCI0, whenever Ego walks to the edge of the screen, Ego would be "sent" to another room:

(assume, Pic.001, and Pic.002 exists)
      picture scriptNumber
      // Set up the rooms to go to/come from here
      north 0
      east 0
      south 2
      west 0

In SCI1.1, I had tried to implement the same thing, but I can't seem to get it to work:

(assume, Pic.110, and Pic.111 exists)
      picture 110
      south 111
      horizon 50
      vanishingX 130
      vanishingY 50
      noun N_ROOM

This leads to two questions, and this is on my learning curve:
1. Are we no longer able to do this on SCI1.1? (if so, what am I missing?)
2. If we can't, does that mean we will need to use Control areas to navigate rooms?

I agree with Musically. The differences between Sierra Script and Studio Script aren't huge, but it is worth an effort to learn Sierra Script. It's worth it, in the end.

What I seem to notice is comparing SCI Studio Script and Sierra Script is a lot like comparing VB and C#.

If we were a bigger community, I would like to think that we would like to keep and develop both flavors, as it were.

I'll just make it easy for everyone:

I'm using this. Cool?

Oki-doke! Now that I'm looking at this version, and the tutorials, I have the exact same feeling that I had when looking at Visual Studio: "Time to get my hands dirty"

One thing I do like is Sierra Script is not all that different than SCI Script.

Let's have a look and see how far I can get in wireframing the Werewolves and Wanderer game using this version.

Just call me Rip Van Winkle.  ;D

Yes I do mean SCI1.1!

I will be honest: the tutorial, as it stands, looks great and will definitely help.

---------------------techno babble---------------------

Is there an API available?

I had spent two years as a Database designer and I've seen a couple of well designed APIs for jQuery and jqxWidgets which had helped me become more versed in my C#/javascript ASP.NET programs.

----the stuff from above said again, in plain English----

Is there an accompanying SCI1 reference guide?


You know, if I end up doing SCI1, I might be tempted to try an AGI version of the exact same game.

But I'm not going to jump ahead!

As tempting as it sounds to convert with a few clicks, I think it will be more instructive for me to do an SCI1 version of this game right from scratch. I need to learn the syntax anyway.

I think I have my next weekend project then!

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