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Messages - Doan Sephim

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SCI Syntax Help / Re: SCI0 - Text window vanishing cutouts of Views
« on: September 10, 2021, 09:49:29 PM »
Do you have a view covering the hole?
I do. But whenever the text is there, it cuts out a square shaped "hole" in the view. I'm guessing the windows dimensions might be being drawn improperly...or at least the clearing for it?

The attached is what it looks like without the text box interference.

SCI Syntax Help / SCI0 - Text window vanishing cutouts of Views
« on: September 10, 2021, 01:00:11 PM »
Does anyone know why this happens? This particular text box reveals a "hidden" area behind a breakable wall.

This isn't a super high priority as I can just move the location of the text box, but this is an issue I don't think I've ever seen anyone talk about before.

Looking great there.
Very nice.  I really liked the Cthulu/frog thing animation eating the hero.
Thanks. That animation took a bit of time with the frogtopus being so detailed a sprite. I'm very pleased with how it turned out too :)

TWO YEARS! Where’d the time go?

Status update: LOTS going on! 70 of an estimated 100 backgrounds are “basically done.”

Also, a friend of mine has offered some help with concept and pixel art for various creatures in the game and some bigger sprites for battle. You can see them on my latest update.

Perhaps most importantly moving forward is that I’m ramping up to launch a kickstarter to raise some money for our friend Musically Inspired to compose some awesome music for the game using the MT32. I’m also hoping to fund the creation of a physical player’s guide (although I abandoned the idea of a box as it just wasn’t cost efficient and caused me nothing but headaches).

While I still hope for a 2022 release (in December), the closer that date gets, the more wishy-washy I am on it. That being said, my next milestone will be to put together a playable demo of the first part of the game. Not sure on dates for that, but that’s where my attention is at the moment.
Thanks for reading and I hope to have more to show (and play) soon.

SCI Syntax Help / Re: SetMotion: End and animation hiccups
« on: July 18, 2021, 12:45:07 PM »
Thanks! That's a fairly reasonable work around, until I find a more elegant solution anyway.

SCI Syntax Help / SetMotion: End and animation hiccups
« on: July 17, 2021, 06:37:18 PM »
I have an animation that goes through various stages, so I have it scripted out in a changeState method.

I have the cycleSpeed set to 4, but when the animation reaches its final cel and moves on to the next state, the last cel lasts for only 1 game cycle before moving on to the next state.

This makes sense because it moves to the next state when it reaches the end because I told it to with SetCycle: End self.

Is there an elegant solution to this to make the last cel last for the full amount of gameCycles (according to what cycleSpeed is set at) before moving to the next state?

Been half a year, so what's new?

Working mainly on asset creation and story/puzzle plotting. On that front, I've produced somewhere near 60 or so backgrounds. For a project that was just supposed to be 1/3 of total game, this one is shaping up to be more of a full-length experience than I had anticipated at the outset, but I think that's great because it means I keep having more story and puzzle ideas to flesh out (and a bigger forest to explore). For comparison, Betrayed Alliance Book 1 had 56 Backgrounds, and I feel like I'm nowhere near finished making backgrounds. I would estimate maybe 100 or so would be the final amount for Book 2 (which is in the ballpark of some of the Sierra Originals).

I've also been working on character animations for the main two playable characters. Death screen animations and pictures were a focus earlier this year.

I will admit that work on the game has diminished to about 50% of my usual work in the last couple of months as I've been focusing on my health. I'm generally healthy, but have high blood pressure and have been working to get my weight down so that my blood pressure will reduce as well. So I've been working out more in my "free time" which has cut into my ability to work on the game. But I'm already at the halfway point for my weight goal having lost 18 lbs, so I'm looking forward to not having to focus so much energy on that and can get back to full creative capacity!

Here's some of my newer screens:

If you'd like me to try my hand at a PIC or two, feel free to post a picture of it (and the AGI resource would be nice too).

That sounds like a pretty simple way to do it to me! Thanks.

I would suggest introducing a 'count' property to the inventory item class (Iitem).  That way you can keep track of the count within the inventory item itself and you won't have the headache of having to keep track of the count with other global variables.

In the code I posted, just swap out the reference that prints out the view # for your new count property.
Excellent! Thanks for steering me in the right direction. I've made the alterations you've said and it does work just as it should.

My only problem now is figuring out how to manipulate the number. I've set up "count" as a new property of the iItem class and then added a new item:
Code: [Select]
(instance Crackers of Iitem
said 'cracker'
description {These are crackers. You have = %d many}
owner 0
view 610
loop 0
cel 0
script 0
name "crackers"
count 2

I can easily assign a number (like "2") to the "count" when acquiring the item, but how can I manipulate that number? I tried to assign it a variable, but the interpreter was pretty insistent that I only use a constant for the properties. Any thoughts?

Edit: I tried to set up a procedure in the Iitem class that would let me change the "count." Not sure if that's the right idea or not, but I can't get it working yet.

lskovlun, I'm clearly out of my depth when it comes to editing the standard template. I think I now understand that you were talking about a new method per inventory item (at least I think I understand that now). I will try some more later. I'm still at a loss on what "foo" is or what I should be replacing it with. I'm supposing it's just a stand in for what "description" was in the original method?

Gumby. Essentially I'm trying to display an item, say crackers, but also let the player know how many crackers they have. My goal is to display in the description message a number of the particular item they have. Most items the player will just have (1 of), but I would like to have multiples for other items.

After looking thru your code, it seems like it's relatively easy to do. I think I see how I the %d in the description can work with the slightly changed In script method. I'm not at the computer now, but I will give it a shot when I get the time. Not having checked it myself, would that effect inventory items in not trying to associate with variables?

Thank you both for the help. Coding has never been my forte

Playing mad libs with SCI0! Nice  ;D

It's going to take me some time to go through and conceptualize that code (which is sad to me having been at this for so long to still not understand what are clearly basic concepts!)

The thing that's currently in my way is just figuring out how to properly check which item is being clicked and then customizing a description response for it. You're example is great for me to get used to using strings and printing them, but the trigger to do it all is the playing typing "look." I'm familiar with that, but I'm not sure about how to check which item is being clicked (as opposed to others.) Is that something I can even check in the template Inv script?

I'm trying and failing to get a grip on how to write the "if foo" part to know which item I am in fact choosing. I tried:
Code: [Select]
(method (showSelf &tmp [buffer 40])
(Format @buffer "Test to see if I can see this.")
(IconPrint buffer view loop cel)
(if description
(IconPrint description view loop cel)
(IconPrint objectName view loop cel)

But it just yielded back the description as outlined in the Main script.

Thanks to both of you. I now understand what gumby meant by pre-process. I will tinker around with this, but I think I'm now understanding the basic structures.

Thanks. Will update when I get some more time to see what I can come up with.

Here's the code I think you are referring to in

Code: [Select]
   (IconPrint description view loop cel)

Essentially you need to pre-process the description string and do your variable replacement using the Format kernel call to make whatever substitution you want.
Yup. That's it!

So, "pre-process the description string" ... Does that mean to set up the string (maybe in the main script) and then call that string as the "description?" I'm having trouble calling anything but a number or bracketed statement in the description. Surely I cannot call a text resource with a variable in it, correct?

Am I missing a step or comprehending something wrong?

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