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Messages - Orieac

#1
Quote from: Xenogia on Thu 09/03/2006 22:04:51
It comes up as SCI Studio 3 though, not number 4

Yes, but it must be the last version. I was able to open Space Quest 5 and Larry 6..
#2
Quote from: Xenogia on Thu 09/03/2006 08:40:25
Can someone please compile it, as I don't have Borland C++ compiler.Ã,  I'd love to see it run in action!

You can find the compiled file inside BIN directory.  ;D  ;D
#3
I have great news:

Quote from: SCI StudioSCI Studio VGA Archive Released

Here it is!

I've finally gotten around to releasing the SCI Studio VGA stuff, source code, and template. I had become busy with other things, including work, as well as exploring other areas of game and hardware development. For to pure sake of becoming a well rounded developer, I couldn't just put all my energy towards one project. However, I didn't want to release SCI Studio VGA until it was completed, but was always just too busy with these other things to get around to doing just that. As a result, it sat collecting virtual dust for a number of years. I sincerely regret this, and wish I had just posted it a long time ago. Better late than never though!

I'm releasing this all as FULL PUBLIC DOMAIN! No GPL or other licenses! You are free to do absolutely anything you wish with it. Distribute it! Modify it! Play with it! Learn from it! (The exception being the SynEdit syntax highlighting component, which was developed by other developers, and uses another license already). It comes with no warranty or support though, it's in your hands now!

SCI Studio VGA has support for viewing all versions of SCI, including SCI32 and LSCI, though because the code was still development, two different exes needed to be compiled, one for LSCI, and one for support of others. A simple code modification could be done to make it support them all in one, but that's the state it's in right now.

The VGA template game for SCI Studio VGA is mostly complete, but not entirely. You'll need the SCI Studio VGA script compiler to do anything with it (included in the SSVGA source code), and LSL1VGA, the interpreter which it's based on. It surely can be tweaked to work on others, but it's in your hands now to do so!

Enjoy!

Link: http://www.bripro.com/scistudio/index.php

#4
Quote from: Bernie on Thu 09/02/2006 00:24:03
Thanks for letting me know! :) I uploaded a fixed version.

If it's only a spell check can you please release a translation file with the fix? That way i don't need to download th game again and i can test it with my old savegames.

Thanks
#5
Quote from: Scorpiorus on Thu 06/10/2005 18:17:17
Just replace "function" with "String". By the way in AGS "function" stands for "int" ;)
That was the error. I added String before function  ;D  ;D Thanks.
It's now working again.
#6
Quote from: Scorpiorus on Thu 06/10/2005 17:21:02
String StrCCAux(String st,const string letter, int cs) {

This doen'st work. The problem is the String before the function name.
I have now the error: The variable 'int' is already defined

I thought that in AGS a function could only return an integer.
#7
This is what i have now:

Quote
function StrCCAux(String st,const string letter, int cs) {Ã, 
int charpos=-1; // stores character position
charpos = st.Contains(letter); // search for characterÃ, 
while (charpos != -1) { // start loop to replace ALL occurrences of this characterÃ,  Ã, 
Ã,  Ã,  Ã,  String changed=st.ReplaceCharAt(charpos,cs); // replace with character standing in
Ã,  Ã,  Ã,  st = changed;Ã,  Ã, 
Ã,  Ã,  Ã,  charpos = st.Contains(letter); // check for next occurrenceÃ, 
} // exit loop if no further occurrences foundÃ, 
Display(st);
}


Display(st) shows that the String st has changed. But when the function ends the changes aren't saved (i get the old String). This worked with the old strings, but now i don't know where is the problem.Ã,  ???
#8
I was updating some functions to ags 2.71rc1 but found one problem. How can i change a String with a custom function? I've made the following changes:


function StrCCAux(String bf, const string letter, int cs) {Ã, 
int charpos=-1; // stores character position
//Ã,  Ã, 
charpos = bf.Contains(letter); // search for uppercase characterÃ, 
while (charpos != -1) { // start loop to replace ALL occurrences of this characterÃ,  Ã, 
st=st.ReplaceCharAt(charpos,cs); // replace with character standing inÃ,  Ã, 
charpos = bf.Contains(letter); // check for next occurrenceÃ, 
} // exit loop if no further occurrences foundÃ, 
}

function StrCharConv(String buffer) {
StrCCAux(buffer, "á", 1);
StrCCAux(buffer, "à ", 2);
StrCCAux(buffer, "ã", 3);
StrCCAux(buffer, "â", 4);
// more cases
StrCCAux(buffer, "à", 12);
StrCCAux(buffer, "àâ,¬", 13);
StrCCAux(buffer, "àÆ'", 14);
StrCCAux(buffer, "àÆ'", 15);
// more cases
}

My problem is that when StrCCAux ends, StrCCAux returns the same String. How don't know how do they work in Java/C#. Who can StrCCAux change the String?
#9
Quote from: Gilbot V7000a on Tue 30/08/2005 02:04:33
Quote from: Pumaman on Mon 29/08/2005 15:53:57
However, I have been looking into whether the locked colours need to be locked at all any more, so the simplest solution would probably be if they were all unlocked and then you could change them as you like.
Actually I second this, but make it an "advance" setting, so users can only change them when say, after ticking a checkbox.

And maybe an option to restore original locked colors.
#10
Quote from: Pumaman on Fri 26/08/2005 18:35:07
That is strange. However, since colour 0 is the transparent colour it shouldn't have an impact on the game. Even so, it's rather a bizarre problem.
It could be true. But i have use that color for  some fonts / GUI. But that is not a problem because i can change that. But can this bug change other locked color?
#11
Quote from: Pumaman on Tue 23/08/2005 18:44:53
That is strange. Have you done any palette importing at all?

No. I added some colors but didn't used the import feature.
#12
Advanced Technical Forum / Palette problem ?
Sun 14/08/2005 20:30:35
I don't know how, but slot 0 is a locked color. Some time ago it was RGB(0,0,0). Now it has changed to RGB(18,0,0). I think we can't change locked slots, so this can be some kind of bug.
I'm using AGS 2.7 and i have a picture that shows that color:


Orieac
#13
Quote from: Gilbot V7000a on Mon 18/07/2005 09:27:31
Scotch's plugin works differently, it's just that you draw your graphics to an AGS game normally and the plugin will make them blocky like AGI.
OK. I forgot about that. Sorry.
#15
I don't remeber where i find them, but here they are:

http://www.geocities.com/orieac/sprites/
#16
You shold also place the old pictures near the ones you changed.

Orieac
#17
Quote from: Blackthorne on Sun 05/06/2005 18:24:47

If I was to remake SQ3, I would use the Roger Sprite for SQ1VGA or SQ4VGA, edited slightly.


There is one small problem: SQ3 Roger is much smaller (has less 18 pixels high). So changing Roger sprites for SQ1 or SQ4 requires a lot of changes in the backgrounds/characters.

Orieac
#18
Quote from: Khaveen on Mon 30/05/2005 17:30:24
I'm sorry, but if I wanted to play such a game, I'd use FreeSCI. Honestly. No need to waste time and efforts. It's the same, no, it's even worse, because these particular vector graphics were made for 320x200. My advice - optimize it. Even though it's re-rendered in 640x400, it's still blocky and doesn't make any sense. Load Photoshop up, do some pixel-editing. Or just make plain SQ3 Point and Click a la Larry 2 remake, without any graphical changes. Because it's stupid to do only the half of the job.

The first goal is to do a point & click remake. Of course that i would like to improve graphics and thats why i created this topic (to ask for some help). Maybe it was not a good choice to show the screenshots, since These may not be the final images.  But i had to, since there are rules to follow in the "AGS Games in Production" section (at least 2 screenshots).

My second goal is to finish the remake. There are already several canceled SQ remakes and there is no need to add another one. So right now i'm only making the script. If no one helps then gfx edit will have to come later.

And please before judging the screens try the demo, because they look a little different in full screen. Then please write, you opinion.

Orieac
#19
Quote from: deltamatrix on Sun 29/05/2005 03:29:51
If you only work to learn how to script. Why bother updating the gfx in a pointless way? Why not just leave the original gfx as they are and implement the point and click functionality. What better way is there to practise your AGS scripting skills using readymade gfx.

I want to finish this someday. Right now dealing only with the script is the only way to speed up.
Like i said the pictures are vector type. So this doesn't give much work.
Have you tried the "demo" in full screen?Ã,  I mean, when you look at then at full screen they don't look so diferent from the old ones. And if you don't like then you can change the engine resolution to 320x200.


Quote from: Darth Mandarb on Sun 29/05/2005 01:59:35
If you're going for more than 16 colors, go all out with colors and shading.  Keep the 'feel' of each background, but differentiate it enough to avoid such similarity to the originals!

Best of luck.

I would like to see each background with more color (and shading). More or less like the canceled SQ3:VGA project. But my first objective is to finish the game with a text parser to point & click change. So right now i search for someone who can help me with the remake so that someday it can be completed.

Orieac


#20
Quote from: Alias on Sat 28/05/2005 21:48:45
Honestly, you've made the graphics worse, you've lost detail and now you just have strokes of the same colours.

This is how original SQ3 looks like:



I found this worse, but thats just me. And this isn't over yet (the colors may change).

Quote from: Ozzie on Sat 28/05/2005 22:54:44
I'm curious how you plan to make the arcade sequences...

I chose this remake to learn how to script in AGS. I will try to make the game like the original, including the arcade sequences. But i know it will be very hard to make then like the original.

Orieac

Edit by Darth - I have combined your double post into this one.Ã,  Please use the modify link rather than double posting.Ã,  Thanks!
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