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Messages - HanaIndiana

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1
Technical forum / Re: Scite colors...
« on: September 13, 2015, 08:58:28 PM »
I just wondered the same thing and ran across your post in the search. I did a google search and found this.
In SCITe, got to Options, and click on 'Open User options file'

You can save the following code in this file, to change the colors:

style.*.32=$(font.base),back:#000000,fore:#12311
style.*.33=back:#C0C0C0,$(font.base)
style.*.37=fore:#939393
caret.fore=#FFFFFF
selection.alpha=75
selection.back=#FFFFFF
colour.keyword=fore:#649bff
colour.operator=fore:#727272

Remove this code and keep the file blank, to put it back to default.  Play around with the code to get what you want. I haven't been able to figure out how to change the highlight color yet.
I found this info here:  http://www.scintilla.org/SciTEFAQ.html#BlackBackground

Hope that helps, if you still need it!


2
Technical forum / Re: Variables - scene scope
« on: September 08, 2015, 08:30:16 PM »
Thanks anarchist!

Basically, I have a scene with three "close-up" areas. One is the inside of a desk (setup as a layer), the inside of a photo album (setup as a layer), and his cellphone (setup as an interface I believe).

Each of these also contain entities the character can interact with. So the global variables I have are used to turn these layers/entities off and on. Making them Active when they need to be, and vice-versa.

You're right that I may not have to actually set them as variables. I'll have to check out my code later today.

3
Technical forum / Variables - scene scope
« on: September 07, 2015, 11:40:58 PM »
Hopefully a quick question, in need of just a quick answer. I want to make sure I'm not moving forward doing things incorrectly.

I have a scene with many scripts. The scripts need to access a lot of the same variables. Once the scene is over, most of the variables won't be needed anymore.

Right now, in order for the scripts to access a lot of the same variables, I've set them up as Global (but not in base.inc).
It seems like this is the way to do it, right? And once the scene is over, I can set these to null, so they take up less memory.  I just want to make sure there isn't another (or better) way to share variables within the scope of a single scene.

Thanks!  ;D

4
Game design / Re: Score system
« on: September 07, 2015, 08:13:24 PM »
Thanks for trying out the4thwall haroldw! :)  And for the kind words.  I'm hoping to finish a complete game in the near future, and perhaps expanding on The 4th Wall. 

5
Game design / Re: Score system
« on: August 05, 2015, 07:57:42 PM »
What I DON'T like about scoring systems...
  They are potentially pointless (pun intended).
  It can be distracting, and take you out of the story, and remind you you're playing a game.

What I DO like about scoring systems...
   Some games have different endings or situations that happen, depending on your score. In those cases, the system isn't so pointless.
   The old Sierra Camelot game was like that, I believe. The score gave you a heads-up as far as whether you would get the "good" ending.
   Scoring system also alerts you to any puzzles you missed, assuming it's possible to do that and still progress to the end.
   It can also alert the gamer as to how far along they are, but I rather the story do that.

Personally, unless I'm playing Atari where there is no end, and score is ALL there is,  I don't care about score. And I would imagine a lot of gamers are like that.

I would use scoring if there were multiple ways to solve a puzzle, and it would be a way to "reward" and persuade gamers to figure out the "best" way to do it,
knowing they would get more points.
Otherwise I don't see a point to having scoring. They either solve it or don't. And the true reward for solving it is typically they get to progress through the story.


6
Great idea! My project isn't far along enough to post, but hopefully this site picks up some steam.

7
Scripts, plugins, utilities, goodies / Re: Steam plugin
« on: July 26, 2015, 01:33:49 AM »
Thanks Dan!!

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