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

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 1 
 on: December 09, 2017, 12:34:33 AM 
Started by Indra Anagram - Last post by Indra Anagram
Hi anarchist,

Please kindly view these questions:

What you need to do is have an if() statement inside the while loop, which will check whether the tree has moved too much, and reset its X position to 0.

1. Does this script express your point?

Code: WME Script
  1. treebg1.X=0;
  2. while (treebg1.X<800+512)
  3.   {
  4.     treebg1.X = treebg1.X+1;
  5.     Sleep(2);
  6.         if(treebg1.X == 1200)
  7.         {
  8.           treebg1.X=0;
  9.         }
  10.   }

I tried it and it worked! The tree entity (treebg1) started racing across the screen repeatedly. However I have some doubts, if it is okey from your point of view.

2. I tried to think how this script could be applied to other tree entities and a house entity. Will the following approach be correct?

Code: WME Script
  1. treebg1.X=0;
  2. treebg2.X=100;
  3. while (treebg1.X<800+512 + treebg2.X<800+336)
  4.   {
  5.   treebg1.X = treebg1.X+1;
  6.   Sleep(2);
  7.         if(treebg1.X == 1200)
  8.         {
  9.           treebg1.X=0;
  10.         }
  11.  
  12.   treebg2.X = treebg2.X+1;
  13.     Sleep(0);
  14.         if(treebg2.X == 2000)
  15.         {
  16.           treebg2.X=100;
  17.         }
  18.   }

3. The code from the previous question seems to work, yet entity sprites behave oddly - they sometimes appear from the left edge of screen as if right from the air, from nowhere (not from behind the left edge). And sometimes first tree joins second tree on the run like the engine doesn't manage to "draw" it in time :D Well, of course, WME is not the reason, and I blame my imperfect math knowledge. Is there a way to improve this scenario somehow to make the entities  emerge more naturally?

4. In terms of question 3 I thought maybe if there was a way to only display a central area of the scene background, then the tree entities had enough time and space to appear at their initial positions while we don't see them, move across the visible scene area and then reach the limit positions in the second area that we don't see. Does that make sense? If yes, how do we display the central part of 2400 X 600 background? What can I make in SceneEdit or in scene_init.script?

Hope this screen will illustrate what I mean: 



THANK YOU, anarchist! The scene starts getting closer and closer to what it was thought to be, yet there are some things I can't resolve without help from the community.

 2 
 on: December 08, 2017, 03:24:30 PM 
Started by Indra Anagram - Last post by anarchist
You have a loop (while) which moves the tree a little every few milliseconds. At some point, the tree moves way over the limits of the screen. If you leave it, it will continue to move indefinitely.

What you need to do is have an if() statement inside the while loop, which will check whether the tree has moved too much, and reset its X position to 0.

 3 
 on: December 08, 2017, 12:59:35 PM 
Started by Indra Anagram - Last post by Indra Anagram
Dear Muties! Still need your help with the scene. eborr's code works fine, yet I tried to set it to repeat numerous times and... nothing.

How is it possible to make an entity (such as treebg1) move across the scene over and over again?

THANK YOU for your attention and help!

 4 
 on: December 07, 2017, 06:32:06 PM 
Started by Mikael - Last post by Indra Anagram
However, I found the root of the problem.

Hi Mikael!

I am glad you found solution of your problem.

 5 
 on: December 07, 2017, 05:11:53 AM 
Started by Mikael - Last post by Mikael
Hi Indra!

The registry path (typically) has to be changed at least a few times. I was now going to change it from "(game title) - pre beta" to "(game title) -beta" for example. I will a also make several final versions of my game, which can not share the same registry path. But regardless of changes, my problem was that ALL new registry paths I created (including the default ones created by WME) displayed the problem.

However, I found the root of the problem. WME creates a key in the registery under HKEY_CURRENT_USER\Software. It has several entries (I'm sure I'm using the wrong term here), of which one is MasterVolume. The specifics for each entry seems to be created by your computer. For some reason, the value for MasterVolume is now set to ""ffff" on my two Windows computers. When I look at my previously created keys, it is set to "ffffffff". Changing this value solved the sound problem. So, for some reason, my machines have suddenly decided to set this value differently than before. So the problem was my computers, not in WME. Most likely, it has to do with the software I installed recently.

 6 
 on: December 06, 2017, 11:35:32 PM 
Started by Eric Matyas - Last post by Eric Matyas
I have more new free tracks ready for this week:

On the Fantasy 7 page:
"Kingdom of Darkness" (Looping and Standard)
http://soundimage.org/fantasy-7/

On the Horror/Surreal page:
"City of the Disturbed" (Looping and Standard)
http://soundimage.org/horrorsurreal/

On the Sci-Fi 6 page:
"Dystopian Wasteland" (Looping and Standard)
"Mysterious Anomaly"
"Sci-Fi Trance 2" (Looping)
"Sci-Fi Trance 3" (Looping)
http://soundimage.org/sci-fi-6/

I hope everyone's having a good week!  :-)

 7 
 on: December 05, 2017, 09:36:07 PM 
Started by Indra Anagram - Last post by Indra Anagram
Great article!  :)

Hey NAItReIN!

THANK YOU for your kind words! Btw I sent you a personal message with a question. Please kindly view it and tell me what you think.  ;)

 8 
 on: December 05, 2017, 09:34:18 PM 
Started by Mikael - Last post by Indra Anagram
However, when I change the registry path, the sound suddenly only comes from the left channel! When I change back to the previous registry path, the sound comes from both channels again. This happens both with the compiled version and when I start the game from within WME. I'm on Win 8, but tested it on my Win 10 computer too, with the same result. It couldn't possibly be a hardware problem since it only affects my newly created registry paths.

Hey Mikael,

I am sorry for asking this, but why do you need to change the registry path? What are you trying to achieve by doing this?

I am quite new to WME and don't understand much in computers, so I just wanted to know.

 9 
 on: December 04, 2017, 07:16:07 PM 
Started by Indra Anagram - Last post by NAItReIN
Quote
Hey anarchist! The tutorial based on your advice is now available in "How-to" articles in Knowledge Base. You can find it here http://res.dead-code.org/doku.php/kbase:how_to_make_scene_auto-scrolling_in_wintermute_engine.
Great article!  :)

 10 
 on: December 04, 2017, 07:00:29 PM 
Started by Mikael - Last post by Mikael
I just can't wrap my head around this: The sound for my Wintermute project has worked flawlessly this far. However, when I change the registry path, the sound suddenly only comes from the left channel! When I change back to the previous registry path, the sound comes from both channels again. This happens both with the compiled version and when I start the game from within WME. I'm on Win 8, but tested it on my Win 10 computer too, with the same result. It couldn't possibly be a hardware problem since it only affects my newly created registry paths.

When I take my old project files, from previous games, the same thing happens: The sound only comes from the left channel when I change the registry path, and works again when I change back. We're talking about small changes in the path, like changing a number.

The only thing I can think of that I've done between the working and the non-working registry paths is installing a little program called Audio Switch (which lets you change between audio sources with a hotkey) on both computers. I've uninstalled it without success.

I might add that I've studied the audio specifics on the newly created registry entries, and have found nothing that differs from the working entries.

Thankful for any suggestions!

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