Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Doan Sephim

Pages: 1 2 [3] 4 5 ... 37
31
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 20, 2022, 08:33:55 PM »
Thanks Kawa. I'm trying to use the procedure you posted to get started with, but it's coming up with the "oops" error, so I'm not sure where things aren't working. It compiled just fine...

If I'm reading your code and comment correctly, it looks like the important thing I need to add a particular number of lines to a single window is DText (and as you mentioned reusing the hText) for DText.

I will keep playing around with this to see if I can start with something simple and build my understanding from there.

Edit: I seem to have localized the area leading to the crash:
Something in this part seems to cause the crash. With this removed, the procedure runs its course while displaying nothing
Code: [Select]
(hDialog
text: {Death Count}
setSize:
center:
open: nwTITLE -1
doit: ; This should block until you click the dialog. Or a button, which we didn't add.
dispose:
)

32
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 20, 2022, 03:06:38 PM »
1. Something like a death screen doesn't need to be a Room per se, but you certainly don't want it as part of Main — there's no reason to keep a large script that may not be needed for a long time in memory.

2. Display or Print... why not a third option? Print is just a convenience function that populates a Dialog, after all, so why not use a Dialog but not Print? That'll take care of both dismissing the window and having a complicated layout inside of it.
1. Any suggestions on a good place to put it? I'm not great when it comes to reading/editing the template and I've never been successful in creating my own script (that wasn't a region or regular roomscript)

2. Sounds like a good idea re: Dialog. Do you know where I can look to find the basics for it? I'm not very familiar with it.

33
SCI Syntax Help / [SOLVED] SCI0 - Globalizing my local death sheet Script
« on: February 20, 2022, 02:25:28 PM »
Last year, inspired by Charles "retry/restore/quit" thread, I put together a death window to show the various deaths the player has suffered in the game to the current point. I had to do a lot of things differently, such as saving variables to an external file so that restoring doesn't remove them, to make this possible.

I've put together a bare bones script in a random room's script to test getting it up and running, but now I need to make it global so that the sheet can be accessed anytime (preferably in the menubar). Here's where the problem presents itself - while migrating the code to the main script, I can get everything up and running except the ability to remove the window. I think the problem may rest with my use of the Display command, but I'm not 100% certain.

My question is should I try to make a new script for this (and how), or does it belong in an existing script (Window, User), or is the Main script a fine place for and there are just some bugs? And finally, should I not be using "display" at all and keep it all a "Print" command? If that's the case, how do I argue how to print some things and not others in a Print? Perhaps FormatPrint first?

Here is how it presented in the Roomscript:
Code: [Select]
;;; Sierra Script 1.0 - (do not remove this comment)
; Broken Bridge Forest
(script# 210)
(include sci.sh)
(include game.sh)
(use controls)
(use cycle)
(use feature)
(use game)
(use inv)
(use main)
(use obj)
(use window)
(use menubar)

(public
rm210 0
)

(local
deathWindowOpen = 0 ; Used as a switch to determine when you can close the deathWindow
deathWindow ; Used to open the display window
i = 0 ; Used in the "for"
textDown = 7 ; Used to place statements progressively lower than earlier statements
textRight = 20 ; Used to move statements right, once y-axis full - NOT YET IMPLEMENTED
[str 30] ; String for pulling text resources
)

(instance rm210 of Rm
(properties
picture scriptNumber
north 0
east 211
south 0
west 215
)

(method (init)
(super init:)
(self
setScript: RoomScript
)
(switch gPreviousRoomNumber
(else
(gEgo init: posn: 32 96)
)
)
(SetUpEgo)

)
)

(instance RoomScript of Script
(properties)

(method (changeState mainState)
(= state mainState)

)

(method (handleEvent pEvent)
(super handleEvent: pEvent)

; removes the window AND dsiplay text! I'm not sure why it disposes the display though.
(if (== deathWindowOpen 1)
(DisposeWindow deathWindow)
(= deathWindowOpen 0)
(= textDown 7)
)
(if (== (pEvent type?) evMOUSEBUTTON)
)
(if(Said 'show/death')
(= deathWindowOpen 1)
(= deathWindow (NewWindow
0
0
190
318
{Death Count}
nwNORMAL
15 ; priority
7
15
))
; For loop to run through the gDeath array and print a statement of death for each that is true
(for ( (= i 0)) (< i 9)  ( (++ i)) (if (> [gDeaths i] 0)
(switch i
(0
(Display
(Format @str {You have died %u times:} [gDeaths 0])
dsCOORD 10 textDown
)
(= textDown (+ textDown 12))
)
(1
(deathCountIterator)
)
(2
(deathCountIterator)
)
(3
(deathCountIterator)
)
(4
(deathCountIterator)
)
(5
(deathCountIterator)
)
(6
(deathCountIterator)
)
(7
(deathCountIterator)
)
)
)
)
)
)
)

(procedure (deathCountIterator)
(Display
(Format @str 650 i)
dsCOORD 20 textDown
dsFONT 4
)
(= textDown (+ textDown 9))
)
Attached is how the window looks in the roomscript, and the termination command works just fine (but doesn't work well at all in the Main)

34
But are they vectors? :3
They are vectors! Karl kindly offered to learn to use SCI Companion to spare me the trouble of tracing the images :)

35
Hey everyone, just wanted to post a quick update here. The Kickstarter was successful and even the stretch goal was reached, so now Brandon and I will be updating the artwork and music assets for Book 1. I say Brandon and I, but a friend of mine, Karl Dupere-Richer is also helping with a lot of the backgrounds for Book 1, two of which I attached to this post. In those pictures, you can see his reworking of the Dock house and the Scientist's house, both of which are beautiful upgrades, but also fit into the world much better.

I've also posted a couple of new backgrounds I've worked on since the KS finished. I'm currently working on getting the rooms up and running with puzzles, text, and animations.

All in all, things are going well. Slowly, of course...but I do a little bit of work each day and over time it adds up!

36
SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: January 09, 2022, 03:19:46 PM »
So if someone were to play the game on era-appropriate hardware, it would cause a slower load time for that screen?
Absolutely certainly.
Kawa, would you happen to know what size threshold there would be before the size of a room begins causing undo stress on an old system? I ask because some of the new pieces we're working on for the update for Betrayed Alliance Book 1 are hitting around 24KB or so.

37
Thanks. I found something like this from an old post from 2012. It's not Sierra Script, but it looks roughly like what you're talking about

Code: [Select]
== $0002 OnControl(ocPRIORITY (send pEvent:x) (send pEvent:y)) I'm still trying to get it sorted, but is this the right direction to head?

EDIT:

I think I've got it working properly, thanks to your advice and the aforementioned quote from gumby.
I'm using this and it seems to get the job done:
Code: [Select]
(if (== (OnControl ocSPECIAL (pEvent x?) (pEvent y?)) ctlFUCHSIA)

38
SCI Syntax Help / SCI0 - How to check if right-click on a control color?
« on: January 04, 2022, 02:04:29 PM »
I've actually never done this before. I've only verified for clicking within a box or on a view's box dimensions.
I tried something like:
Code: [Select]
(method (handleEvent pEvent)
(super handleEvent: pEvent)
(if (== (pEvent type?) evMOUSEBUTTON)
(if (& (pEvent modifiers?) emRIGHT_BUTTON)
(if (== pEvent ctlFUCHSIA)

But that doesn't return true

I also tried
Code: [Select]
(if (pEvent onControl: ctlFUCHSIA)and
Code: [Select]
(if (== (pEvent onControl: ctlFUCHSIA) TRUE)But both crash the game because I clearly don't know the proper syntax for this.

I know a lot of this is common knowledge for people who have looked through decompiled scripts, but every time I've tried that, I end up more confused than ever!

39
SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: December 10, 2021, 12:56:18 PM »
So if someone were to play the game on era-appropriate hardware, it would cause a slower load time for that screen?
Absolutely certainly.
That's good to know. For this reason I will definitely want to sketch over it to keep the file size down. Thanks for that info!

40
SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: December 10, 2021, 12:28:37 PM »
(All of this will also affect load and offscreen-drawing time which might not seem quite so bad on a modern system but oh boy.)
So if someone were to play the game on era-appropriate hardware, it would cause a slower load time for that screen?

41
SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: December 10, 2021, 10:08:09 AM »
It looks like you might be losing some detail with the flowers in the grass. Are the original photoshops the same resolution as the game? If so, I wonder if it's that "smooth" option that's causing the loss? You might try switching the option in the converter to Solid colors.

Also a hybrid of bmp conversion and tracing might be the best option here. The conversion handles solid colors very inefficiently in my experience, so you could try going back and deleting all the 100s of lines it produces for that solid dark green patch and then use the fill tool. Just a suggestion.

The new reworked background looks great BTW!

Thanks! I think the loss of details was really from me saving this screenshot with paint into aJPEG - the actual PIC resource looks really nice. I just took that screenshot to illustrate the conversion tool I was using (and I wasn't super careful about the settings for that reason too)

Yes, I agree that the conversion is very inefficient, but if it doesn't go over the max, is it really a problem? I'm asking sincerely, because I don't actually know if it matters much or not

42
SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: December 10, 2021, 09:31:31 AM »
Just out of curiosity, how do you convert a photoshop image into SCI0 format?
Not by using the built-in "trace a bitmap" function I'd wager, that's a good way to fly too close to the 64k limit.

No, what you'll want to do is redraw the entire damn thing, using the *other* trace function. The one where you get a translucent copy as a guide. I'm not explaining this well.
I used the conversion tool in SCI COmpanion, not the trace over tool. If the pics go over the limit though, I will definitely use the tracing tool

43
SCI Syntax Help / SCI0 - Pic Size Maximum?
« on: December 09, 2021, 09:15:52 PM »
A friend of mine did a rework of an image for Betrayed Alliance Book 1, but he's using Photoshop. When I converted the image into SCI0, its size clocked in at 43 MB.

I wonder, is there a maximum size for these resources and if, so, how close am I to it (as I'll still need to add Priority and Control lines).

44
SCI Syntax Help / Re: xStep, yStep and the edge of the screen
« on: December 04, 2021, 08:13:20 PM »
I'll have to look into that code when I get a chance. I haven't checked other xStep numbers with the running animation yet, but I have tested it with other views. Sometimes it works and sometimes not.

Also, the running animation will work if I set the posn to a particular location, which might've been enough to fix the problem, but sometimes it will change if I run into a white control line at some point in the background, then it throws things off

45
SCI Syntax Help / Re: xStep, yStep and the edge of the screen
« on: December 04, 2021, 12:08:04 PM »
Is the issue with keyboard controls or mouse controls?
Keyboard controls

Pages: 1 2 [3] 4 5 ... 37

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.032 seconds with 20 queries.