G33K,

After trying this out in ScummVM, i have to say i am very impressed!  
After looking at Alban's Road example (not the prettiest SCUMM game  
out there, sorry Alban) every time i've played with SCUMMC, it's a  
relief to see something new and refreshing.

With regard to organisation, i guess anything that works and isn't  
unnecessarily complicated is fine by me. I would however suggest you  
experiment. :)

And don't forget to tell us if there is anything we can do to improve  
scummc to make it more friendly for developers! :)

Regards,

James S Urquhart

On 14 Nov 2007, at 21:59, G33K wrote:

> Okay, here's my first shot at the porting of OpenQuest, and a short
> recap.
>
>
> Stuff resolved:
>
> * Flipping works. Congrats, Alban! Saves us half the work on each  
> actor.
> :-)
>
> * I implemented the inventory arrows. Thanks for the tip with the  
> dialog
> arrows.
>
> * I used palcat to concatenate my palettes. Thanks here for the
> instructions.
>
>
> Not resolved:
>
> * The looping / not-looping works, and it's important to have. It
> doesn't resolve the talkStop issue completely, however. If you talk,  
> and
> then start walking, the walk anim is applied while the speech text
> continues. The problem is, when the text ends, the talkStop anim is
> applied and overrides the walk anim while the guy is still on the  
> move,
> so he slides across the ground.
>
> * Actor colors. Did you get my zip, Alban? Here's another funny one:
> color #255 was always black, no matter how it was set in the room
> palette. The color was supposed to be the white in the little guys'
> eyes, but they were all black. I switched the colors, but that's  
> just a
> workaround.
>
> * Turning the actors. This one's still from the road adventure. If you
> call setActorDirection, they turn North, no matter what direction I  
> pass
> them. (common.scc, line 99, commented out)
>
>
> In trying to clean up the code, I've stripped all the special scripts
> from the rooms. I'd also like to refactor the "common" object and  
> script
> definitions, spreading them out to several abstract rooms, in lack of
> other namespaces. I've started with the inventory items, the verb and
> dialog scripts, as those were easiest to pull out of commons.scc. I'm
> not a C programmer though, so if I'm using the wrong approach here,
> please correct me.
>
>
> Regards,
> Gerrit
>
>
> -- 
> http://www.fastmail.fm - A no graphics, no pop-ups email service
>
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