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 > > <openquest.tar.gz>_______________________________________________ > ScummC-general mailing list > [email protected] > https://mail.gna.org/listinfo/scummc-general _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
