Here's my first sci game full complete. With intro and ending.|
"Another DG game: I want my C64 back"
You'll find it at:
Very nice - keep up the good work!|
The timer code could be simplified though - either by putting it in the game object (which will work because the game is so small),
or in a region (which would be better for larger games). Brian, will your new tutorials cover regions, or should I try to put some code together?
What do you mean by "a region"?
Great work! You've just completed the first full fan made game (other than my two room one)!|
You've done a great job! I'll add it to my sites right away! Will you be making another SCI game?
Lars: I'm open to suggestions on tutorials to add to it. It won't be a fixed tutorial like the first. It will start off with a few chapters, then as people ask questions or recommend them, I will add more. Feel free to do tutorials as well though! The more the better! I'll be finishing the other ones first, so go for it!
PS. Thanks for giving me credit Robin!
|AGI1122||Found 1 bug, while I was playing I restarted but when I started I didn't have the credit card in my inventory... but even though it wasn't in my inventory I could still buy the cola and the burger.|
Thanks for reporting this bug. I'll look for it.
|Joe||Very impressive Robin. The fact that you used your own graphics (well, mostly) makes the game more enjoyable. I haven't finished it yet, due to my computer having a faulty sound card that crashes after two minutes of being in a dos game, but I am sure it will be great. Nice work!|
Thanks for compliments Joe.|
In Resource.cfg file change this
soundDrv = GM.DRV
soundDrv = STD.DRV
to solve your problem.
The purpose of regions is to allow rooms to share common code - for instance, making ego swim whenever he steps into a lake (used in the beach scenes in Codename: Iceman) , or (as in SQ4) having droids/cyborgs/cops etc. appear in certain scenes.|
A region that performs the countdown in your game would look like:
Then you add (self:setRegions(700)) to the relevant rooms, and remove the timeout code from them.
However, there is an implementation detail about regions that you may want to fix before you use this; for some reason, Sierra chose to remove all regions (also those that should be kept) - I don't know if this is a design decision or a bug, but all the games that I have looked at implement regions in this way. To make it easier to manage the code, the keep flag should be respected. To change this, open game.sc, and find the following chunk of code:
Remove the call to release(), but leave the rest. Regions are now disposed of if the new room is outside the region. Thus, we only need to do the setRegions() thing in one room
Of course, if the rooms in the region are not adjacent, you will need to enable the region manually in every non-adjacent room. This also applies if the player can enter any room of the region, as opposed to being forced to enter through one specific room (which might be the case in games with a very linear storyline, for example) - in that case, this fix is somewhat redundant.
Cool. I should use theres codes to make my game better.|
Not only your code works but DG can now eat burgers and drink colas everywhere in the game.
I'll give you credit for it.
Since I update my game, this topis is useless. Locked.|