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Messages - eborr

Pages: 1 2 3 [4] 5 6 ... 14
46
Not in my experience no, I have run wme compiled games on a whole range of computers including a 64 bit laptop.

I am guessing you are running in compiled mode and not through the project manager

I don't understand the error message but my guess is that for some reason that settings program cannot find some component that it is looking for. Once clue might be the use of fixed as opposed to relative addressing of assets -

Another might be that the program is expecting a dll that you have not copied across.

I don't know how you moved the program between computers, to my mind the best way to do this is zip up everything in the packages folder and unzip it on a new computer, and then run the game executable from within the new unzipped folder

47
Scripts, plugins, utilities, goodies / Re: Source Code for a Word Puzzle
« on: November 18, 2015, 11:50:05 PM »
Can I suggest you park this project and go back and work you way through the Wintermute book, you can find this under the help option in the main menu it's within the WME documentation.

Once you have gone through that, then revisit this project and I am sure much more of it will make sense

48
Technical forum / Re: Camera following actor
« on: November 09, 2015, 06:30:54 PM »
rather than repeating what has been written by far great authorities than me. can  I suggest you look up the references to Game.MainObject in the documentation and in the forum. That should tell you what you need to know

49
Technical forum / Re: AddAttachment and inventory item
« on: October 17, 2015, 10:37:40 AM »
Have you thought about using the Item attribute CursorCombined. If I have understood your issue correctly this might work

50
Technical forum / Re: Inventory box
« on: October 12, 2015, 01:18:39 PM »
The inventory window behave pretty much like any other window.

If in the project manager you select the inventory widow - click on the three dots and choose edit, the current inventory window will appear in the window editor and you can set it up as you wish.

You have programmatic access to the same set of windows attributes, for reference take a look at the windows object in the scripting language reference.

51
Technical forum / Re: on LeftDoubleClick
« on: October 10, 2015, 12:38:59 AM »
Hello Valter you are using the wrong command for "Walking" you need to use GoTo check the scripting reference under actor.

SkipTo is more a teleport than a move

52
Technical forum / Re: Is it possible?
« on: October 01, 2015, 10:57:32 AM »
I have not done a any work dynamically creating regions, but as a first diagnostic I would try to create a variable to hold each point something like

var point1 = CollisionRegion.GetPoint(1);

if (point1 == null)
{
blah, blah}

then you can be really sure if your regions points are being stored.

Again this may be my ignorance, but I have often got confused between the different functionality in an entity region and a region/region

53
Technical forum / Re: Are bullets possible?
« on: October 01, 2015, 10:39:44 AM »
apart from the AGS bit, which I cannot answer since I don't know the software, then  the simple answer to all of your questions would be yes.

However the coding would be quite tricky, because you would have to code it in the same way as you would code for collision detection in any general purpose programming language, there is some functionality which will allow you to GoTo specific objects.

If you are looking for the type of functionality to support arcade type activity that exists in GameMaker for example then it's not in WME, it's a different type of engine

54
Technical forum / Re: Dialogs balloons
« on: September 27, 2015, 10:53:32 PM »
Correct you need to create your own "talk" method. One way to do that is to create an entity with an image of callout or thought bubble and place the text within that.

It can be a bit fiddly to do as you need to take account of screen borders, but it is very do-able

55
Technical forum / Re: Adventure walk cycle help
« on: September 14, 2015, 10:02:11 PM »
The documentation is your friend - go to Help/WME Documentation and read the section on actors in " Inside a game"

I don't want to sound too pompous but can I suggest you scan/read all of that section of the documentation and then go through the online book if you haven't already done so - it's good stuff

56
Technical forum / Re: Variables - scene scope
« on: September 09, 2015, 01:42:10 PM »
my thought's

- don't think is so much an issue with memory, it's got more to do with programming style, having to plough you way through a whole load of globals which might be affected by this and that, is not something that aids bug fixing or program enhancement.

Much better to keep things discrete whenever you can

57
Game announcements / Re: Foxtail - oldshool adventure game
« on: July 01, 2015, 03:17:39 PM »
it looks wonderful, congratulations

58
Technical forum / Re: Slider problem
« on: June 02, 2015, 01:22:13 PM »
sorry for being dumb but which object does "this.X" refer to.

I have got slider code working in the past,  about 2 years, if I can find it I will post it 

59
there is an attribute CursorCombined try setting it to False

60
Game announcements / Re: Shadow Of Nebula
« on: March 12, 2015, 11:22:34 PM »
backed - best of luck

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