Author Topic: Ludum Dare  (Read 19270 times)

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Offline troflip

Re: Ludum Dare
« Reply #15 on: May 26, 2016, 12:58:02 PM »
I'm not really intending for this to become anything... the correct path to make an html5-based interpreter that works for all SCI games would be to contribute to ScummVM, I would think. I'm not sure if anyone's trying that or not (plus, then you have the danger that people would put Sierra's games up on a website for anyone to play for free).

Ensuring compatibility for all games is a huge task, this little project just targets the specific version of SCI0 created by Companion/SCI Studio (because that's what I had up and running years ago). So it should work for any fan-made SCI0 games. Anyone got a game they want me to put into this and give you to play around with? Right now it has to be built into the generated build, but I can probably set it up so they resource.* files just need to be copied alongside the others (I don't know js/web stuff very well).

As for audio, I did have some some code working that made single channel midi sound - I could try to resurrect that. There are some midi-player plugins for Unity, but they are expensive. Probably easiest to just use digital audio - should be possible to make it compatible with sciAudio.

LeftCtrl-LeftShift-D bring up the debugger (and also chrome's add-to-bookmarks... sigh).

 
« Last Edit: May 26, 2016, 01:52:05 PM by troflip »
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Offline troflip

Re: Ludum Dare
« Reply #16 on: June 07, 2016, 11:55:52 PM »
This is working well enough that I was able to try it with some of the fan made games here. Black Cauldron:
http://icefallgames.com/Games/BC/
(sound is LOUD, watch out)

Gumby's 120 degrees:
http://icefallgames.com/Games/120/

And MI's KQ2 SCI remake:
http://icefallgames.com/Games/KQ2

If you see any obvious bugs or crashes, lemme know!
« Last Edit: June 08, 2016, 02:27:12 AM by troflip »
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Offline Collector

Re: Ludum Dare
« Reply #17 on: June 08, 2016, 02:52:56 AM »
I don't know if it is a bug with the conversion or with the game itself, but ego gets hung up at Hen Wen's hut.
KQII Remake Pic

Offline troflip

Re: Ludum Dare
« Reply #18 on: June 08, 2016, 04:25:09 AM »
If you mean the ego goes through the hut, and has trouble walking around it, then it seems to be a problem with the game.

(Also apologies to MusicallyInspired for undithering KQ2 by default :P)

Also, right now I have things very strict because I'm trying to catch bugs. I found a few in KQ2:
- the pause before the title screen starts animating in DOSBox is caused by placing the ego off-screen (at y = 1111, presumably to hide it). The template game code searches around for a place to actually put the ego on screen (in findPosn), and it takes a while before it does. This exposed a bug in my CosMult and SinMult kernel functions, so thank you for this. (the paused isn't so noticeable in my "engine", but DOSBox works more slowly).
- beachRegionScript does a setCycle(CT) - but the CT cycle needs more parameters than that. Causes my "engine" to crash when the ego enters the water.
« Last Edit: June 08, 2016, 04:33:06 AM by troflip »
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Offline MusicallyInspired

Re: Ludum Dare
« Reply #19 on: June 08, 2016, 08:23:02 AM »
Was I using CT incorrectly? I tried to copy visually what I suspected was going on in the innards of KQ1SCI when Ego walks in the water, before we had the decompiler. I liked the way that the water animation at Ego's feet would continue to play out until it reached the last cel of the animation loop even if Ego had already stopped moving.

(Also apologies to MusicallyInspired for undithering KQ2 by default :P)

Tsk tsk tsk.
« Last Edit: June 08, 2016, 09:25:11 AM by MusicallyInspired »
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