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Messages - helios

Pages: [1] 2 3
1
Technical forum / Re: Game Settings screen
« on: January 31, 2007, 09:56:48 PM »
Yeah, I understand. And I can´t think in a solution that should solve it for ever.
At least, showing the window (and allowing it to be translated), is a democratic way to face it.

Is there a way to use multi-language screen?

2
Technical forum / Re: Game Settings screen
« on: January 31, 2007, 09:34:31 PM »
Thanks Odnorf,

Translation will solve my problem at most cases.
The point of not showing is a potential problem, but it´s like other games, like industry big ones, do. They let you change setting before game (in a link in start menu) and/or inside the game.

Ok, perhaps showing the screen is better, but some people that knows nothing of technology can be a little bit in doubt about what all that means.

There is no perfect solution for it.

Thanks

3
Technical forum / Re: Game Settings screen
« on: January 31, 2007, 08:46:58 PM »
Ok, but even so, it will be a message in english for brasilian children, that speaks portuguese. Imagine some places they can undestand, but don´t have a clue what that screens asks them (technically speaking).

So, there is no way, or there is and you think it´s not a good idea?

Thanks

4
Technical forum / Re: Game Settings screen
« on: January 31, 2007, 08:29:01 PM »
Sure, but can I hide so it never appears?

5
Technical forum / Game Settings screen
« on: January 31, 2007, 07:15:50 PM »
Hi,

Is there a way to not show the Game Setting screen when the game is executed?

Thanks,
Helios

6
Technical forum / Re: Controling sprite animation frame
« on: January 22, 2007, 01:53:06 PM »
Thanks a lot guys,

Worked fine. I opted for what Mnemonic said, cause it´s more simple, but thanks for the help too metamorphium.

Gotta thanks you for all support you are giving, always very quickly. This is my first game not in Flash, and this is the second software I use. In the first, other than the bugs, I had very slow support, had to wait a week to have my questions answered. Another great point of your software is the help, that is good.

That´s it for now. Untill next doubt! :)

7
Technical forum / Controling sprite animation frame
« on: January 21, 2007, 07:10:15 PM »
Hi,

I have a problem controlling sprite animation frame.
At the start, lets say, in scene A, there is a door (with an opening animation paused on first frame) and the player must open it so he can go to scene B. Once in B, he can decide to come back to scene A, and when it happens, the scene A is loaded with the door closed again.

So, is there a way to tell an animation to load in the last frame? If yes, I could set that if it comes from scene B, the door sprite goes to its last frame, else it goes to frame 1 and pauses.

If not, how should I do this? Delete the sprite (how again, since I tried it before and didn´t succed - the solution in my first problem was to make the other animation not active)? What else?

Thanks,
Helios

8
metamorphium,

You´re right about the problem with the items in inventory! The problem was there and I used a var to check if there´s an item being used on click.
Worked perfectly,
Thanks!

Mnemonic,
Thanks for the help with those small but important (cause I had problems finding where) points, thanks a lot!

Getting back to work!

9
Also, I am having problems with Caption inside verbs window. It doenst change the Caption word to the Caption var of each object, but it works when the mouse pointer is over the object. Weird.

And I can´t figure out how to only hide the inventory when the mouse leave it´s area. I looked for the code, but nothing worked.

Thanks. Gotta finish my project before jan 31st, that´s why I am asking so many (but never before trying many times first).

10
Hi,

I had problems with my computer and could not send it before.
I made a scene with all the objects needed (http://www.heliospb.net/_santosDumont/ConspiracaoDumontv2.0.rar). Just get the saw (serra) and use it with the oil-lamp (lamparina), what adds the second to the inventory. Already in there is the whisky bottle (garrafa) that is the one used with oil-lamp that has to delete this oil-lamp and load a lighted oil-lamp (lamparinaAcesa), what doesn´t happen.

Metamorphium said something really interesting. I used that Game.Msg and it shows, for example, the saw (serra) name when it´s used with the oil-lamp, or in the horse, but if I try with another object inside the inventory, the name (printed by Game.Msg) doesn´t appear.

Thanks,
Helios

11
Sure.
I´ll do it and post in some minutes. Go sleep and look when you are ok.  ;)

Thanks

12
Yeah, I just used it like demo3d, so I call the verbs menu by holding left button pressed. But this is not a problem when I use an item in inventory with another outside. In those, everything works fine.
The problem only exists when both items are in the inventory.

Code: [Select]
////////////////////////////////////////////////////////////////////////////////
on "LeftClick" {
  // no object selected, apply click to scene
  if(Game.ActiveObject==null)   {
    Scene.ApplyEvent("LeftClick");
    return;
  }

  // perform click start
  ClickObject = Game.ActiveObject;

  // do we need to show the verb window at all?   
  if(!ClickObject.CanHandleEvent("LookAt") && !ClickObject.CanHandleEvent("Talk") &&
     !ClickObject.CanHandleEvent("Take")) {
  // nah, just click it
  //Game.Msg(ClickObject.Name);
    ClickObject.ApplyEvent("LeftClick");
    ClickStarted = false;
    ClickObject = null;
  }
  else {
    // mark click start and remember the time
    ClickStarted = true;
    ClickStartTime = Game.CurrentTime;
  }
}

////////////////////////////////////////////////////////////////////////////////
on "LeftRelease" {

  // 'obj' is actually the verb button the mouse was over when we released the left button
  var obj = Game.ActiveObject;
  ClickStarted = false;
 
  // we are leaving the verbs window, handle the selected verb
  if (WinVerbs.Visible) {

    // hide the window
    WinVerbs.Visible = false;
   
    // this is necessary, because we can left-click earlier than this stuff finishes
    var TempClickObj = ClickObject;
    ClickObject = null;

    // apply the verb if the object can handle it
    if (TempClickObj.CanHandleEvent(obj.Name)) {
      TempClickObj.ApplyEvent(obj.Name);
    } else {
      // otherwise use default event handling
      if (obj.Name=="LookAt") {
        actor.Talk("Looks nice.");
      } else if (obj.Name=="Talk") {
        actor.Talk("Hello...");
      } else if (obj.Name=="Take") {
         actor.Talk("I won't pick that up.");
      }
    }
  }
 
  // verbcoin is NOT visible, i.e. we go for a normal click
  else if (Game.ValidObject(ClickObject)) {

    // did we click using an inventory item?
    if (Game.SelectedItem != null && Game.SelectedItem!=ClickObject) {

      var item = Game.SelectedItem;
      if (ClickObject.CanHandleEvent(item.Name)) {
        ClickObject.ApplyEvent(item.Name);
      } else {
        // default use handlers, same as in WME demo
        if (item.CanHandleEvent("default-use")) {
          item.ApplyEvent("default-use");
        } else if (ClickObject.CanHandleEvent("default-use")) {
          ClickObject.ApplyEvent("default-use");
        } else {
          ClickObject = null;
          actor.Talk("I can't use these things together.");
        }
      }
    }
    // perform normal click
    else ClickObject.ApplyEvent("LeftClick");
    ClickObject = null;
  }
}

13
Yeah, and I tried with other two objects, just adding a Talk method to test, and didn´t work too.
What else has something to do with it in my code that I could show?

14
Not working.

I have two items: lamparina and garrafa

When both are in the inventory, I try using garrafa on lamparina and they just change positions (lamparina comes to the mouse pointer and garrafa goes back to the inventory).

The codes are this way:

items.items:
Code: [Select]
ITEM
{
  CURSOR_COMBINED = TRUE
  CAPTION = "Garrafa de Whisky"
  NAME = "garrafa"
  IMAGE = "items\garrafa.png"
  CURSOR = "items\garrafa.png"
  CURSOR_HOVER = "items\garrafa_h.png"
  CURSOR_COMBINED = FALSE;
  SCRIPT = "items\garrafa.script"
}

ITEM
{
  CURSOR_COMBINED = TRUE
  CAPTION = "Lamparina"
  NAME = "lamparina"
  IMAGE = "items\lamparina.png"
  CURSOR = "items\lamparina.png"
  CURSOR_HOVER = "items\lamparina_h.png"
  CURSOR_COMBINED = FALSE;
  SCRIPT = "items\lamparina.script"
}

ITEM
{
  CURSOR_COMBINED = TRUE
  CAPTION = "Lamparina"
  NAME = "lamparinaAcesa"
  IMAGE = "items\lamparinaAcesa.png"
  CURSOR = "items\lamparinaAcesa.png"
  CURSOR_HOVER = "items\lamparinaAcesa_h.png"
  CURSOR_COMBINED = FALSE;
  SCRIPT = "items\lamparinaAcesa.script"
}

garrafa.script
Code: [Select]
#include "scripts\base.inc"

////////////////////////////////////////////////////////////////////////////////
on "LeftClick" {
  Game.SelectedItem = "garrafa";
}

lamparina.script
Code: [Select]
#include "scripts\base.inc"

////////////////////////////////////////////////////////////////////////////////
on "LeftClick" {
  Game.SelectedItem = "lamparina";
}

////////////////////////////////////////////////////////////////////////////////
on "garrafa" {
  //this Talk I included after not working, to see if at least it works, but it DIDNT
  actor.Talk("should at least this line work?");
  Game.TakeItem("lamparinaAcesa"); //lamparinaAcesa is not included in any scene
  Game.DeleteItem("lamparina");
}


lamparinaAcesa.script
Code: [Select]
#include "scripts\base.inc"

////////////////////////////////////////////////////////////////////////////////
on "LeftClick" {
  Game.SelectedItem = "lamparinaAcesa";
}

What should be wrong here?

15
Hi,

I´ve looked for solution to those problems and could not find. As I am running out of time, here I am again.

The point is, I have two items, already inside inventory, and need to use item A with item B. Ok, I got item B file and wrote on "A". It needs to change item B from (example) "emptyGlass" to "filledGlass", but "filledGlass" is not in the game untill now, and this action can go on any scene.

What is best to make this object B (emptyGlass) to become a filled glass? Do I create two objects or change glass object state and image from empty to filled? If two objects is better, is better having this filled glass only defined and not inside a scene? Put it inside a scene and make it invisible?

Is there a different way to use object A with B when inside the inventory or it works like it was outside inventory?

Thanks a lot,
Helios


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