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IRC channel - server: waelisch.de  channel: #wme (read more)

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 1 
 on: August 17, 2017, 11:09:16 AM 
Started by Eric Matyas - Last post by Eric Matyas
Wow it's been a busy week (and summer come to think of it) but I did manage to get a few new tracks done for everyone...they are on my Fantasy 7 page and my Sci-Fi 5 page:

"Winter Fantasy" (looping)
"Dreamy Contemplation" (looping)
http://soundimage.org/fantasy-7/

"Alien Skies" (looping)
http://soundimage.org/sci-fi-5/

I hope everyone's having a good week!

 2 
 on: August 14, 2017, 01:59:38 PM 
Started by Eric Matyas - Last post by Eric Matyas
I've opened a fur textures page and uploaded about 70 images, both seamless and standard, to get it started. Some of them might be useful for other things, like carpets, rugs, etc. Some also have funky weaves so I included them for fun.

You'll find them here:

http://soundimage.org/txr-fur/

 3 
 on: August 09, 2017, 12:47:56 AM 
Started by Eric Matyas - Last post by Eric Matyas
Greetings!

New tracks await you on my Events/Travel 2 page, my Epic/Battle Page, my Fantasy 7 page and my Funny 3 page:

"Ice in the Sky"
http://soundimage.org/events-travel-2/

"Move it Out" (looping)
http://soundimage.org/epic-battle/

"RPG Battle Climax 2" (looping)
http://soundimage.org/fantasy-7/

"Bozo's Arcade" (looping)
"Bozo's Fun House" (looping)
http://soundimage.org/funny-3/

Enjoy!

 4 
 on: August 07, 2017, 02:09:26 PM 
Started by Eric Matyas - Last post by Eric Matyas
50 or so new metal textures are ready, both seamless and standard, on my TXR - METAL page.  You can find them here:

http://soundimage.org/txr-metal/

Still working on carpet / fur / etc.

Have a good week!

 5 
 on: August 06, 2017, 01:53:46 PM 
Started by ylegrand - Last post by ylegrand
Looks like I didn't searched correctly!

Thanks a lot, it works perfectly fine.

 6 
 on: August 06, 2017, 08:38:31 AM 
Started by ylegrand - Last post by Mnemonic
See this post. Adding a 1 pixel transparent border around your image should fix the problem.

 7 
 on: August 05, 2017, 11:54:15 PM 
Started by ylegrand - Last post by ylegrand
Hi everybody,

I looked at many threads of this forum but I didn't found any answer yet : some of my actors sprites have a glitch on the border of the sprite transparency :



Some precisions:
  • I see this behaviour only on actors, not on other entities (maybe I'm just lucky)
  • This does not appear in all the sprites of my actors
  • It does not appear in the Scene Editor when I manually place my actor
  • It appears whatever the kind of transparency I use (real transparency versus purple transparency dedicated color)
  • My pictures are done with Photoshop and optimized with a PNG optimizer (but the issue is the same even without optimization)
I imagine that it can be linked to the antialiasing + scale level, but I don't have any further ideas.

Do you have any clue for me to help me going forward?

Thanks a lot, and have a nive evening.

 8 
 on: August 05, 2017, 07:38:33 PM 
Started by ylegrand - Last post by ylegrand
Hi Mot,

Sounds perfect ! Thanks a lot, I'll test this solution :)

 9 
 on: August 05, 2017, 09:32:04 AM 
Started by ylegrand - Last post by Mot
Salut ylegrand :)

If I understood correctly what you're trying to achieve ...

If you're interested in keeping an image/design in the background (for instance, representing a dialogue box) for the duration of a conversation, you could display a window portraying such image/design, and then use the response box on top of it.

Here're a couple of quotes which you may find useful:

Windows have an "InGame" property (you can set it in WindowEdit). The drawing order is:

In-game windows
Response box
Inventory box
Non-in-game windows

If you mark your window as "in game", it will be painted before the inventory box and the response box.

Code: WME Script
  1. SomeWindow.InGame = true; // or set the property in WindowEdit

 10 
 on: August 03, 2017, 09:52:11 PM 
Started by ylegrand - Last post by ylegrand
Hi guys !

It seems that the regular behaviour during dialogues is that the Reponse Box is hidden when the actor/entities are talking, and is shown only when the user have to select the next sentence.

Is there a way to keep it visible all along the dialogue, and close it only at the end of the main branch, eventually by removing any text choice during the speech?

Thanks for your lights!

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