Search results

From SCI Wiki
Jump to navigationJump to search
  • SCI Development Tools by [[Jeremiah Nellis]]([[Gumby]]). All tools are for SCI0 games unles (based on desired user input) for development of SCI0 games
    5 KB (600 words) - 17:40, 22 July 2020
  • ...son for those who want to spend some time studying: you can see the actual game design document for some of my games. (I would share the designs for the ot ''At some point during the development process, I stopped updating the design document as changes were made and we
    3 KB (450 words) - 19:46, 11 April 2018
  • ...o that Dynamix could learn SCI. This game was developed solely as a CD-ROM game with speech. While a seventh Space Quest game had been planned, it was never developed.
    3 KB (427 words) - 15:39, 8 September 2020
  • ...an [[w:Multimedia PC|MPC]] CD-ROM release with full speech was started but development was dropped. ! width="435" | Game !! width="125" | Game version !! width="165" | Interpreter version !! width="75" | Date
    3 KB (326 words) - 21:45, 9 February 2023
  • A Wiki for the SCI Programming Community. SCI is the game engine created by [[Jeff Stephenson]] for [[Sierra On-Line]], which was use ...Phil Fortier|Phil Fortier's]] [[SCI Companion]]. SCI Companion v3 supports development of games from [[Sierra_Release_List#SCI0_.28early.29 | SCI0]] to [[Sierra_R
    4 KB (704 words) - 06:05, 16 September 2020
  • <div align="center" style="font-size: 22pt">Game Audio Player</div><br /> | Software = Game Audio Player
    8 KB (1,237 words) - 07:15, 21 January 2022
  • ...re|freeware]] [[SCI]] slide shows of the [[King's Quest Series]] and their development. They were included as extras in the '''''[[King's Quest Collector's Editio ! width="435" | Game !! width="125" | Game version !! width="165" | Interpreter version !! width="75" | Date
    2 KB (274 words) - 21:50, 9 February 2023
  • * Time Zone (1982) - Special Features Development * [[Crazy Nick's Software Picks: King Graham's Board Game Challenge]] (1993) - Lead Programmer
    1 KB (168 words) - 23:29, 28 February 2016
  • ...e down times when Sierra almost went under. When Sierra got back on track, development began on King's Quest. Program Development, Interface Development
    6 KB (802 words) - 12:43, 7 August 2016
  • ...osh|Macintosh]] and [[w:NEC PC-9801|PC-9801]] platforms exist, the primary development was for [[MS-DOS]] and [[Windows]] on the [[w:IBM PC|IBM PC]] platform. ...mpatible soundtrack. It also supported parser-based keyboard input which a game could be scripted to use if it wishes to do so (non-adventure games usually
    16 KB (2,355 words) - 11:46, 4 February 2023
  • [[Script Classes for Adventure Games/Game Class|15]] | ...his is useful for logging user input for which you have no response in the development or beta-test phase, writing utilities which allow you to position Actors on
    3 KB (475 words) - 02:09, 11 December 2015
  • ...ew MPU functions to control the synth. may be compatible with the template game. ...th a different set of games. It uses PATCH.124 or 124.PAT depending on the game to determine how to remap instruments. The driver comes with a sample PATCH
    5 KB (856 words) - 12:04, 26 April 2024
  • '''''King's Quest IV''''' is the first SCI game. To showcase their new SCI engine, Sierra chose its flagship series, King's ...of [[Roberta Williams]]'s [[King's Quest Series]]. It is the first [[SCI]] game. To showcase their new SCI engine, Sierra chose its flagship series, King's
    13 KB (1,852 words) - 17:21, 6 March 2022
  • [[Script Classes for Adventure Games/Game Class|15]] | ...this document, which attempts to describe the class system for the Script development system.
    6 KB (954 words) - 03:11, 9 December 2015
  • * [[:Category:Fan Releases In Development|Fan Releases In Development]] ! width="435" | Game !! width="125" | Game version !! width="165" | Interpreter version !! width="75" | Date
    50 KB (5,966 words) - 17:03, 13 February 2023
  • ...to actually write code!). The following extended example goes through the development of a new class, the AutomaticDoor, for adventure games. Before continuing, ...the AutomaticDoor class, we can use it to define doors in any room in the game. Say we're in a room which has two doors (like the starting room of Space
    14 KB (2,000 words) - 21:14, 5 December 2015
  • ...ith AGI games, a script debugger is a debug script located directly in the game code itself, rather than in the interpreter's code. |[Q]||Quit game
    76 KB (12,264 words) - 23:05, 3 May 2024
  • ...ther public module, and create an external reference define for it in '''[[GAME.SH]]'''. ...out the room<ref>If you are receiving a '''NOT AN OBJECT: $0''' error when Game startRoom tries to add your room to the regions list, check to see if you'v
    34 KB (5,375 words) - 16:50, 15 April 2018

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)