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SCI Syntax Help / Re: SetMotion: End and animation hiccups
« Last post by Doan Sephim on July 18, 2021, 12:45:07 PM »
Thanks! That's a fairly reasonable work around, until I find a more elegant solution anyway.
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SCI Syntax Help / Re: SetMotion: End and animation hiccups
« Last post by MusicallyInspired on July 17, 2021, 09:14:48 PM »
Put a new state in between that only lasts for as many cycles as your cycleSpeed (maybe one less actually) before continuing on to the next state of whatever you want to happen.

Code: [Select]
(1
    (anObject cycleSpeed: 4 setCycle: End self)
)
(2
     (= cycles 3)
)
(3
     (doMoreCode)
)

If your cycleSpeed is set to 4. I'm guessing with this because obviously the last cel will take up at least one game cycle before it moves on to the next state. I can't recall if cycles correlate to cycleSpeed exactly...but adjust as visually necessary.
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SCI Syntax Help / SetMotion: End and animation hiccups
« Last post by Doan Sephim 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?
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SCI Development Tools / Re: Decompilation Archive
« Last post by Collector on July 16, 2021, 07:45:06 AM »
Perhaps someone motivated enough now could make a patch to skip the dreaded sub sequences that make so many give up on the game.
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SCI Development Tools / Re: Decompilation Archive
« Last post by EricOakford on July 13, 2021, 07:12:44 PM »
Another one down - Codename ICEMAN is ready for testing! This is based on version 1.033, which is the version that GOG sells.
I can see that this game extensively uses feature sorting, a special MouseDown handler, and the procedures in GoToSaid. Not too many games used those.
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SCI Development Tools / Re: Decompilation Archive
« Last post by Collector on July 08, 2021, 11:16:43 PM »
It was included on a couple of the last LSL collections (not the 2006 VU warez compilation)
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SCI Development Tools / Re: Decompilation Archive
« Last post by Charles on July 08, 2021, 10:23:44 AM »
Yup, makes total sense. I was just on a different line of thought -- I forgot the Larry Nick's Pick's was called Larry's Casino, and assumed Eric had moved on to another game after mentioning the difficulties with Nick's Picks in general.

EDIT: Just took a look through my collection, and turns out that's the only Nick's Pick floppy I don't have.  Guess I never really played that one after all. Certainly knew of it's existence though.
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SCI Development Tools / Re: Decompilation Archive
« Last post by Collector on July 07, 2021, 05:58:54 PM »
Well, we had mentioned that were were talking about the Nick's Picks mini games. In fact I had assumed that Omer knew we were since he said that he had no source for any of them.
http://wiki.sierrahelp.com/index.php?title=Nick%27s_Picks_Series
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SCI Development Tools / Re: Decompilation Archive
« Last post by Charles on July 07, 2021, 04:22:48 PM »
Hah, thank you for clarify it, because until you said otherwise I still thought it was the 1998 one.

All I could think was: "Ohh, a mix of LSL1 and LSL5? I would have thought LSL7. Oh well, that's a peculiar bit of trivia."
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SCI Development Tools / Re: Decompilation Archive
« Last post by OmerMor on July 07, 2021, 01:52:25 PM »
For a moment there you got me confused... I thought you meant this 1998 non-SCI game, while you meant the 1992 Nick's Picks one.  :)
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