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..
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Show posts MenuQuote from: Xenogia on Thu 09/03/2006 22:04:51
It comes up as SCI Studio 3 though, not number 4
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!
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!
Quote from: Bernie on Thu 09/02/2006 00:24:03
Thanks for letting me know!I uploaded a fixed version.
Quote from: Scorpiorus on Thu 06/10/2005 18:17:17That was the error. I added String before function
Just replace "function" with "String". By the way in AGS "function" stands for "int"
Quote from: Scorpiorus on Thu 06/10/2005 17:21:02
String StrCCAux(String st,const string letter, int cs) {
Quote
function StrCCAux(String st,const string letter, int cs) {Ã,Â
int charpos=-1; // stores character position
charpos = st.Contains(letter); // search for characterÃ,Â
while (charpos != -1) { // start loop to replace ALL occurrences of this characterÃ, Ã,Â
Ã, Ã, Ã, String changed=st.ReplaceCharAt(charpos,cs); // replace with character standing in
Ã, Ã, Ã, st = changed;Ã, Ã,Â
Ã, Ã, Ã, charpos = st.Contains(letter); // check for next occurrenceÃ,Â
} // exit loop if no further occurrences foundÃ,Â
Display(st);
}
Quote from: Gilbot V7000a on Tue 30/08/2005 02:04:33Quote from: Pumaman on Mon 29/08/2005 15:53:57Actually I second this, but make it an "advance" setting, so users can only change them when say, after ticking a checkbox.
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.
Quote from: Pumaman on Fri 26/08/2005 18:35:07It 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?
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.
Quote from: Pumaman on Tue 23/08/2005 18:44:53
That is strange. Have you done any palette importing at all?
Quote from: Gilbot V7000a on Mon 18/07/2005 09:27:31OK. I forgot about that. Sorry.
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.
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.
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.
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.
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.
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.
Quote from: Ozzie on Sat 28/05/2005 22:54:44
I'm curious how you plan to make the arcade sequences...
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