> I discovered this project and it's great! I love the idea of a free SCUMM
> scripting language and compiler. My childhood dream is finally coming
> true! The demo game was fun to play and proves how much is already
> possible.

Thanks for the encouragement! If you like, you can start improving the
game right away, and learn to script Scumm games at the same time. ;)


> * If you switch the light off, go to the secret room and go back
>   again the color palette does not get darkened, even though the
>   internal state of the switch is set to off.

You can check with getObjectState in the OfficeRoom entry script, and
call setRoomRGBIntensity accordingly.


> * It is possible to walk in the box area of the door while it is
>   still closed by clicking behind it

If the boxedit tool compiles on your machine, you can lift the door box
to a separate level, and declare it off limits as long as the door is
closed. I'm not quite sure how exactly it works, but if you check out
the Road example game, the little door there has such a context
sensitive box.


> I would like to see the talk text to be centered as in the original SCUMM
> games. I tried to put printCenter() before printOverhead() in common.scc
> which did the centering - but the text appears too far left of the
> talking actor. Don't know how to do it right.

Not sure about this one. Some research on the ScummVM site might help,
otherwise you're free to experiment and share your findings. :)


> The current fonts (dialog selection and speech) look a little bit clumsy,
> e.g. the letters "e" and "a" have no holes, but I think that's a really a
> luxury problem.

Since the standard font will be reused a lot, it would probably still
pay off to find/create a better one in the long run. There must surely
be some open source coarse-grained pixelated fonts suitable for 320x200
retro games?




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