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Messages - Marek

Pages: [1] 2 3 ... 5
1
Technical forum / Re: "Subtitle" style dialog
« on: August 22, 2004, 03:01:20 PM »
That's beautiful. It interferes with my responses window though.

I tried WinSubtitles.Interactive = false; and WinSubtitles.Transparent = true; and such, but it won't send the clicks through to my responses window.

2
Technical forum / Re: "Subtitle" style dialog
« on: August 22, 2004, 12:22:41 PM »
I'm taking the overriden talk method approach. I get what you mean. What I want to do is perhaps better explained with a picture...


3
Technical forum / Re: "Subtitle" style dialog
« on: August 21, 2004, 10:04:51 PM »
Okay, what I'd like to do with the name of who's talking is to put it above the dialog text in a different font.

I could make a window and a displaytext function for that, just like with the narrator thing. Trouble is ... I don't know how to make it display exactly as long as the this.Talk(Text); ...
That's all I can think of :o

What's the easiest way to do this?

4
Technical forum / Re: "Subtitle" style dialog
« on: August 20, 2004, 11:09:32 PM »
Umm, okay. In that case, things appear to be infinitely less complex than I imagined them to be. Thanks, I'll go to work on this!

5
Technical forum / "Subtitle" style dialog
« on: August 20, 2004, 08:23:58 PM »
I'm modifying the Talk function in an attempt to show the text centred at the bottom of the screen, along with the name of who is doing the talking.

I'm approaching this the same way as described in this thread.
However, I don't want to specify the duration for each line. It should work by default like the normal Talk function.

Does the WME scripting language have a function for counting the number of characters in a string? I'm guessing no since it's not in the manual, but who knows. I need a way to have an adaptive default duration for my hacked talk function. If there's another way let me know.

Okay, second issue is having the name there of the character who is talking.
First I was thinking I should do something like

if actor isTalking --> char = "Mike"
load entity Sally
if Sally isTalking --> char = "Sally"
load entity Larry
if Larry isTalking --> char = "Sally"
etc. [not actual code, obviously]

But that seems so awkward and wrong that I haven't even tried it yet.
Is there an easy way to retrieve the name of the object that is talking at any time?

Thanks for the assistance, as usual.

Marek

6
Scripts, plugins, utilities, goodies / Re: Flashlight script
« on: August 20, 2004, 07:55:14 PM »
Yep. It runs smoothly now!

7
Scripts, plugins, utilities, goodies / Re: Flashlight script
« on: August 16, 2004, 11:54:45 AM »
Oh man, that is a slice of pure genius! ::thumbup

When I use a 120x120 tile and change the variables accordingly, there's been known to be a grey stripe appearing on the right side of the screen, then fading away. Something related to the refreshing of the tiles perhaps?

8
Technical forum / Re: Everything dark except circle around character?
« on: August 13, 2004, 11:27:55 PM »
Gotcha. I'll see if I can pull this off without things slowing down too much...

9
Technical forum / Everything dark except circle around character?
« on: August 13, 2004, 12:12:48 AM »
I'm a bit stumped at a major challenge. I've made a top-down maze puzzle and now I want to make it so that everything is dark except the area around the character, who has a flashlight. Sort of like some of the dungeons in Zelda: Link to the Past (except here it's just one puzzle in a regular 3rd person point and click adventure).

What would the most efficient way be to achieve this effect? Should I make a massively large (my screen size is 800x600, so it'd have to be 2400x1800 :o ) black overlay sprite with a little hole in it that follows the character sprite when it moves? Or is there some other, more clever way to handle this?

Your help would be very much appreciated.

10
Feature requests, suggestions / "Idle time" tracking?
« on: June 26, 2004, 03:55:12 PM »
I'd love to have a function that returns the number of seconds the user hasn't a) interacted with anything or b) moved the mouse.

For example when the user hasn't done anything for X minutes, I could give him a new hint. This could also be used for things like idle animations, 'screensavers' or returning users to a menu screen when the game has been idle for a while (this would be really useful for my game for example, since I have to show it at an event where people will probably play for only 5 minutes or-so ... I could make it so that it automatically resets the game when no one is playing it).

Maybe there's a way to do it already, but a function for it sure would make it easier.

11
Technical forum / Re: Disabling inventory
« on: June 26, 2004, 03:50:27 PM »
Winner!

12
Technical forum / Disabling inventory
« on: June 25, 2004, 03:26:53 PM »
I have a "world map" screen in the game that should not display the inventory.

So in scene_init I put this:

Code: [Select]
Game.InventoryVisible = false;
That doesn't work. I figure game.deamon might be overriding it constantly?

Code: [Select]
if(!Game.ResponsesVisible && !WinMenu.Visible) Game.InventoryVisible = true;
else if(Game.ResponsesVisible || Stateworldmap.Active) Game.InventoryVisible = false;

How can I achieve what I want?

13
Technical forum / Re: Stack overflow
« on: June 03, 2004, 07:10:18 AM »
Win!

I'm off to demo the game at school now heh. Cheers.

14
Technical forum / Stack overflow
« on: June 02, 2004, 10:20:26 PM »
Holy shit, what does that mean?  :o

" 23:17: Fatal: Stack underflow "

The game in fact crashes. It seems to come down to the if clause in this file:

Quote
////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  actor.GoToObject(this);
}

on "bonesliver"
{

  if (GuardDistracted = false) {
  Game.Interactive = false;

  snark.Talk("Hmmm, I'll try and prod this into the keyhole");
  snark.GoTo(398, 362);
  snark.TurnTo(DI_UP);
  snark.Talk("(squeeky noises)");
  Sleep(200);
  snark.Talk("(more squeeky noises)");
  Sleep(400);

  var Guard = Scene.GetNode("guard");
  Guard.PlayAnim("scenes\prisoncell\sprites\door1guard_appear.sprite");
  Guard.SetSprite("scenes\prisoncell\sprites\door1guard_there.sprite");

  Guard.Talk("Feeble prisoner! What are you doing?");
  snark.Talk("Err... nothing?");
  Guard.Talk("I heard something.");
  snark.Talk("It must have been the wind.");
  Guard.Talk("Silence, prisoner! Don't even think of escape!");

  Guard.PlayAnim("scenes\prisoncell\sprites\door1guard_disappear.sprite");
  Guard.SetSprite("scenes\prisoncell\sprites\door1guard_dummy.sprite");

  Game.Interactive = true;
  } else {
 
  snark.Talk("Quickly now, while the guard is distracted...");
  snark.GoTo(398, 362);
  snark.TurnTo(DI_UP);
  snark.Talk("(squeeky noises)");
  Sleep(200);
  snark.Talk("(more squeeky noises)");
  Sleep(400);
  snark.Talk("YES!");

  Narrator.DisplayText("Puzzle completed!", 2000);
  Narrator.DisplayText("In the full game, the door will now open.", 4000);

  }
}

Any ideas?
Sorry if I seem insane, I'm under a deadline here and I didn't expect WME to crash after my last changes  ;D

15
Technical forum / Re: Buttons do not respond
« on: June 02, 2004, 09:27:20 PM »
Thanks! I'm learning at every step.

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