Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Castler

Pages: [1]
1
Game announcements / Limbo of the Lost demo review
« on: May 07, 2005, 01:51:28 PM »
     Hey guys. Steve (SBOVIS) and the rest of Majestic Studios (including me) have been working hard on creating a working demo of Limbo of the Lost. It's very large, and right now it needs a great machine to run well, but part of my job is making the game smaller and faster.

     I don't know what the policy is on giving out copies, but right now as I understand it is too large to download, and there might be a non-disclosure agreement (NDA) involved.

     Just Adventure has written a review of the demo: http://www.justadventure.com/Previews/Limbo2/Limbo.shtm

     I really want to thank everyone here for leaving lots of helpful material to search through, especially Mnemonic. I myself have played the demo to the end. I can't get over how nice the engine is. 8) The graphics and the puzzles are great, too, so good job to Majestic Studios.

     If you want to learn more about the game, I suggest you explore the website: www.geocities.com/limboofthelost

    - Jeff


    P.S.: I've heard the website doesn't work in Firefox, but I'm only using javascript, so I don't know why.

2
General Discussion / Re: WME 1.3.2
« on: January 23, 2005, 10:14:18 PM »
Amazing. Thanks, Mnemonic!

3
Game design / Re: inventory ideas..comments are welcome
« on: December 16, 2004, 05:02:36 PM »
Yeah, that was a really annoying part. But I thought that, if they had put more thought into it, it would have been fine. I didn't have a problem with going back to a gardening closet to look for a new tool. It seemed to make sense, and after a while I adjusted to it.

Also, I enjoyed the added revelation that came when you realized, "Aha, I can use the <BLANK> for this!" Then you would go back and get it. The game designer just has to be sure to write it well, so that the character "keeps up" with the player's thoughts.

4
Feature requests, suggestions / Re: Control over cursor movement?
« on: December 15, 2004, 11:54:34 PM »
That's awsome, Mnemonic. Thanks! I guess that's a request for the documentation, then. :P

5
Feature requests, suggestions / Re: Control over cursor movement?
« on: December 15, 2004, 08:16:09 PM »
That's what I mean by freeze, yes. All I'm talking about is a way for the programmer to take control of the mouse pointer. MouseX and MouseY are read-only.

Nihil, your picture/caption is the best! I can't look at it without laughing.

C

6
Feature requests, suggestions / Control over cursor movement?
« on: December 15, 2004, 03:22:38 PM »
I know how to hide the cursor, and how to disable it, but I haven't found a way to "freeze" the cursor, for instance during cutscenes, or have any control over its movement. Am I missing something?

C

7
Technical forum / Re: waiting cursor
« on: December 14, 2004, 06:40:05 PM »
Thanks Mnemonic. Why is there a difference between GoExclusive and Exclusive=true?

8
Technical forum / Re: waiting cursor
« on: December 14, 2004, 05:27:47 PM »
Okay, here's a way I found. You need:

1. A separate script for each cutscene you want.
2. A Game method that brings up a small exclusive window.
3. A Game method that closes the window.

When you want to run the cutscene, first attach the script containing the cutscene to the Scene object. Then bring up the exclusive window. This will disable the cursor while the cutscene script runs in a separate thread. At the end of each cutscene script, call the method that closes the window.

Cheers

C

9
Technical forum / Re: waiting cursor
« on: December 14, 2004, 05:10:55 PM »
Has anyone found a way to freeze the cursor or take away its powers during a cut-scene? I tried putting up an exclusive window, but that seemed to freeze the script I called it from.

10
Technical forum / Re: Custom Properties
« on: December 13, 2004, 09:28:35 PM »
Thanks Mnemonic. I think I'm going to stick with the following technique (note, this is not the real code, just an example): If I want a room to be dark, I will just attach a script to the scene that will perform the necessary calls, called dark.script or something. It seems to be the easiest way.

C

11
Technical forum / Re: Custom Properties
« on: December 13, 2004, 08:09:47 PM »
That's great. What about scenes that already exist? I notice that for a window you can specify another window to use as the template, which I guess is like a parent class. Is there any similar ability for scenes?

12
Technical forum / Custom Properties
« on: December 13, 2004, 07:01:47 PM »
Hey, guys. Can someone give me a good explanation of how custom properties work? For instance, if in the SceneEdit I add a custom property to the scene, "dark", set to "true", how can I then access that property in the script? Also, is there an easy way I could make all scenes in the project have this property?

Thanks

C

13
Game announcements / Re: LIMBO OF THE LOST PREVIEW & SCREENSHOTS
« on: December 09, 2004, 03:58:18 PM »
I'm pretty new to WME, but I have plenty of programming experience, and I could be dedicated. You can email me at Castler766@yahoo.com if you're interested.

C

14
Game announcements / Re: LIMBO OF THE LOST PREVIEW & SCREENSHOTS
« on: December 08, 2004, 07:05:18 PM »
What are you using for graphics? I mean, besides your mad skills. I don't think I could make that level of art even with 3dsmax.

15
Technical forum / Re: COMPASS
« on: December 08, 2004, 05:48:32 PM »
I can think of a way, but I'm very new, so, just an idea.

Give every exit a property or method that returns the name of the correct sprite to overlay the compass with. I would make four different script files, say, westexit.script, eastexit.script, etc, one for each direction. They would look something like this:

method GetSpriteName() {
  return "westexit.sprite";
}

For each exit, you would attach one of these scripts.

Then, on the mouse entry event for the exit, call this method to figure out which sprite to use. For instance, attach the following script to each exit. This means you will have two scripts attached to each exit. NOTE: This is erroneous code. I don't really know how to reference the compass window, which I called winCompass.

var winComp2;

on "MouseEntry" {
  //Create a new window, winComp2, and place it right over the compass one.
  winComp2 = Game.CreateWindow("winComp2");
  winComp2.X = winCompass.X;
  winComp2.Y = winCompass.Y;
  //Set the window's sprite.
  winComp2.SetImage(GetSpriteName());
}
on "MouseLeave" {
  Game.DeleteWindow(winComp2);
}

Does that help at all? Like I said, I'm new. I'm just figuring out how things work.

C

...
Oh, and anyone who wants to can point out that I'm wrong, because I probably am.

Pages: [1]

Page created in 0.039 seconds with 20 queries.