A gift to Brian

Pikachu14 No text.

Perica Senjak That is a very good Logo.

Do you make all your Graphics from Scratch -- Or do you use Some program that does half of it for you, then you just add things to it and improve the image??
Brian_Provinciano Very good job! I actually have all of the icons, logos and graphics for SS3 already done, but I'll use it somewhere. Thanks!
Pikachu14
Perica Senjak wrote:

That is a very good Logo.

Do you make all your Graphics from Scratch -- Or do you use Some program that does half of it for you, then you just add things to it and improve the image??


Larry was made from scratch (like my sprites) and the rest was just PSP trickery.
Paladinlover Say Pikachu, can you give me some hints in drawing? I'd really like that.

Of course, I won't be making any games until SCI VGA comes out because I want to make QFG 2 style games (I must have mentioned this a thousand times over by now).

And a question to Brian, is it possible to make EGA games with SCI VGA, and it is it possible to access views, pics and other stuff in SCI1 games just as your older SCI Studio could access the stuff in SCI0 games?

I'm having a little delay in getting my credit card, but don't worry Brian, once I do, I'll donate $50 American ($75 Canadian), this I promise.

Thanks a million.

Till next time stay cool 8)
Brian_Provinciano SCI Studio VGA will be very very similar to SCI Studio EGA. It will use pretty much the same shell, just with VGA resource handlers in place of the EGA ones. You'll be able to scroll through the resources with a preview just like SCI Studio EGA and such.

The SCI VGA class system is different, as are some kernel functions, but generally, you will be able to use your EGA code in VGA games. However, you won't be able to open EGA games in SCI Studio VGA--I'm keeping things seperate.

Thank you for your support. It's greatly appreciated!
mr-t Good luck for your TV appearance dude!
Paladinlover Are you saying that I can't open QFG 2, you have no idea how dissapointed I am :'( :( :(

Will there be any program I can open QFG 2 and edit the stuff in it? I mean, I know that you want to keep everything seperate and all, but I do believe that an SCI1 studio should be able to open and create any SCI1 game, regardless of whether it's EGA or VGA.

I had so much fun changing stuff in QFG 1, the texts and views were especially fun to do, I'd really like it if I was able too.

Till next time stay cool 8)
Brian_Provinciano I suppose I'll stick in some support for QFG2 and other SCI01 games, but only support for editing/viewing them. In order to actually create them like SCI Studio's SCI0 games or SCI Studio VGA's SCI1 games, I'd need to write another class system. Since on the outside they are so similar to SCI0, I don't see a point. Though, due to so many requests, I will add support for loading them.
Omer Mor What about EGA (16 colors) and Amiga (32 colors) versions of SCI1 games? Any future plan to supports those formats as well for viewing purposes?
Brian_Provinciano I think in the future it would be a great plan to try to support everything. I'm just going to finish solid SCI0 and SCI1 Studios first for creating/editing. When done, I think I'll try to integrate support for everything from SCI0-SCI32 somehow. The only thing is detection. CRC is out of the question since we're editing games here ;), but they'll be a way.

I was thinking of adding specific SCI0 game checking to SCI Studio 3 by making it read script.000, finding the game instance, and reading the name (ie. "SQ3"). It's not out of the question yet, and would be easy to implement, but I've been very proud of how fast SS3 loads games (no loading bar is even needed anymore!), and it might slow it down a bit. We'll see what happens. I'm just finishing up all the big chunks of SS3 right now. The little stuff will be done nearer it's release (very soon, we'll it HAS to be, for the show--no delays acceptable this time!).

Keep your eyes peeled! The latest news is always on this board!
Paladinlover
The SCI VGA class system is different, as are some kernel functions, but generally, you will be able to use your EGA code in VGA games.


I suppose I'll stick in some support for QFG2 and other SCI01 games, but only support for editing/viewing them. In order to actually create them like SCI Studio's SCI0 games or SCI Studio VGA's SCI1 games, I'd need to write another class system.


I'm feeling a little confused, sorry Brian. But let me see if I got it right, I can make an EGA game with SCI VGA Studio, but I can't make an SCI01 game, I don't get it.

Anyway, I have another question, if I want to copy one pic or view from one game and post it in another, how do I do that?

Thanks for everything.

Till next time stay cool 8)
Brian_Provinciano Since SCI scripts can not be edited, only created, SCI games can not be _fully_ edited. In order to fully create and edit an SCI game, an entire script class system needs to be written. I have written SCI0 and SCI1 class systems, so SCI0 and SCI1 games will be able to both be created and edited. However, without a class system specific to that version, you won't be able to create/fully edit the other versions. So, to sum it up, in the future I will probably add support for editing the other versions (ie. views, pics, cursors, fonts, sounds, text, vocabs, etc.), but will not create entire SCI Studios for creating SCI01 or SCI11 games, since they are so similar to their predecessors, it would be highly unnecessary. SCI0 games are too similar to SCI01 to create a whole SCI01 Studio. SCI1 games are too similar to create a whole SCI11 studio. SCI1 is so versatile, you could easily create games that look 100% authentic to Lucas Arts' SCUMM games, or even SCI11 games like LSL6--just write/modify the class system accordingly.

So, there will probably be support in the future to edit most resources from the other versions and export them so you can import them to your SCI0 or SCI1 games.

I'm looking too far into the future though. I need to completely finish SCI Studio 3 (EGA SCI0), then SCI Studio VGA (SCI1) before dealing with that, and I'm working hard to get 3 done in time for the show. I need to concentrate on that right now.
Paladinlover Thanks Brian, I understand completely :)

I just played Codename: Iceman, and I realized that I may not exactly need an SCI1 EGA game studio (you were right all along), I guess I should get some drawing lessons and learn to make my hero (ego) walk in all 7 directions, that was what I really wanted, it's so silly of me not to think of doing that in SCI Studio :-
Brian_Provinciano You could write code to have 360 directions in a view! You'd just have to adjust the class system. The interpreter just handles parsing phrases, drawing graphics, menus and processing code. All the interface, the ego, the room system, the whole adventure game system is written in the class system. If you modify the scripts, you can do almost anything. The interpreter doesn't by default run adventure games. All the inventory handling, characters and everything else is written in the scripts.
Calvin How do i change the script to support extra loops for the ego? example: whats the code for nine loops?
Brian_Provinciano That's a good question for the tutorials, so I'll make a how to soon enough. However, I have to finish SS3 first, as well as the help file, web site, and redoing the tutorial for SS3.

If you can't wait, just inspect the scripts and if you've got some SCI coding experience, it should be easy for you to change.
Pikachu14 MESA BACK! And unfortunatly, I can't help you at all. I just had lots of practice with actual pencils and abuse my Undo Buffer like hell.
Paladinlover Well thanks anyway Pikachu, I guess I have to learn by trial and error myself as well.

Anyhow, I think I may have a way of developing my own system, like zooming in to the max and drawing and perfecting one section at time, but that is probably what everyone does in this anyway.

Till next time stay cool 8)