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  • * 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 (12,254 words) - 03:05, 24 January 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

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