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Topics - TheDerman

Pages: 1 [2] 3 4
16
Technical forum / A little video help please
« on: November 09, 2007, 11:00:55 AM »
Hi all,

I'm wondering if you kind folks can help me here.

I'm making a 1st person game, and basically I want to do this:

The player enters a scene, then from that viewpoint a video file plays, and the last shot of the video is the 1st person view of a different scene, so after the video is finished, I want to switch to that other scene, so it's like the player character has walked from one view point to another.

So what I did was have the script play the video, then after the play video code, I wrote the changescene code. This works but the problem is that for a split second after the video has finished it shows the original scene before switching to the new scene, which ruins the continuity.

Ideally what I need to do is change the scene whilst the video is playing full screen so that as soon as the video ends, the player is in a different scene. But I can't find anyway to do that because when the video is playing the timer stops and the game is in Exclusive mode or something, and I can't think of any other way to change scenes seamlessly the way I want.

So, does anyone have any ideas?

Thanks.

17
Technical forum / Theora sound problem
« on: November 08, 2007, 11:41:43 AM »
Hi all,

WME seems to have a problem playing the sound in my Theora videos.

When I click the video in ProjectMan, the preview screen says "Error Loading Sound", and this is what "ProjectMan.log" says:

10:39: ov_open_callbacks failed, result=-132
10:39: Error creating sound buffer for file 'video\vid2.ogg'
       returned: E_FAIL
10:39: Error loading sound 'video\vid2.ogg'
       returned: E_FAIL

The source file was an uncompressed AVI with WAV audio, and I've tried creating the Theora with VLC and ffmpeg2theora (0.19) - same problem.

The Theoras play fine in VLC and Window Media Player - just not in WME.

Any ideas?

Thanks.

18
Technical forum / Remember entity positions
« on: October 06, 2007, 01:42:11 AM »
Hi,

I have a scene where I move and rotate sprite entities (the torn note puzzle). Problem is, when I exit the scene and then return to it, all the entities are back in their original positions.

I thought "remember node states" kept things where you left them...? Is there a simple way to keep the entity positions and rotation values after exiting the scene? Or do I need to do some more complicated things?

Thanks.  8)

19
Technical forum / Editor control
« on: October 03, 2007, 07:53:41 AM »
Mornin',

I seem to have a little problem with an editor control in a window. I've made the editor pretty much exactly the same as the "savename" editor, and once I load the window, everything is fine - the cursor is blinking away, and I can enter text - but as soon as I move the mouse over the window (not the editor, but the window), the blinking stops, and I can't enter text anymore. The only difference between my editor and the savename editor is that I have set a "cursor" for the editor.

Sooooooo, I dunno.  ???

20
Technical forum / Order of objects in scene, and dissolving
« on: September 27, 2007, 05:16:51 AM »
Mornin',

Is there a way to change the order of the things in a scene using script?

If WME draws things from the top down (in the list), sometimes this causes problems with fading things in and out. For example you fade a sprite in, then you need a different sprite to fade in, in place of the first one, but alas, the second one is drawn before the first one so can't fade in unless the other is inactive. And in my case, I have buttons that the player clicks on, and so I fade in sprites to show the button lit up, but there is no way to know what order the player will click the buttons, so I can't put the sprites in a "correct" order in my scene. Does that make sense?

Alternatively, is there a way to dissolve between sprites? I can fade them in and out, but I can't find a way to fade one in whilst the other fades out at the same time. If the scripts run in a linear fashion, it seems I can only fade out, and THEN fade in, but can't do both at the same time to create a dissolve, unless I'm missing something...?

Being able to do either of these things wold solve the problem I'm facing I think.

Thanks.  8)

EDIT:

Looked into it some more and found MoveBefore and MoveAfter methods, which seem to be exactly what I'm looking for, but it appears they only relate to windows and buttons. Is there some way to use these methods for the scene nodes? I tried to use them but got script error "call to undefined method".

21
Technical forum / Max filename length
« on: September 26, 2007, 02:48:43 PM »
Is there a maximum filename length in ProjectMan? I tried to import a file and it said the name was too long. It's 67 characters long (plus .jpg).

Is there any reason for this? Or anyway around it? Cos changing the name will ruin the whole consistency of my naming system.

And it's not THAT long - I've had filenames in the past that were much longer (not in WME though).  8)

22
Technical forum / Inventory problem
« on: September 05, 2007, 10:50:24 AM »
Hi - me again  ;D

Ok, I waited before posting this, but I couldn't solve the prob.

Basically, I have a variable, InventoryOn, which when set to false, prevents the inventory from fading in. This works ok for instance on my initial main menu scene. But in one scene, I have a window that loads to display those keypad numbers i mentioned in another thread, and so in the scene_init script of this scene, I set InventoryOn to false and then load the window for the keypad numbers.

But, the inventory still shows up in this scene, even though I've set InventoryOn to false. I don't GoSystemExclusive with the window because I need to interact with the scene behind to push the keypad buttons.

Any ideas? I need the inventory not to come up because I display the window in the same place as the inventory.

23
Technical forum / Changing the text of a static control
« on: September 05, 2007, 09:03:28 AM »
Howdy,

How exactly do I change the text of a static control I have in a window? I want to display a 4 digit number as the player clicks on the numbers of a keypad. So I have 4 variables, one for each number, which I am setting to a new number when the player clicks the keypad.

So, I want to display all 4 variables one after the other, but it won't work.

I thought it was just:

this.Text = Variable1 + Variable2 + Variable3 + Variable4;

Thanks.  8)

EDIT:

 :-[ I've achieved what I wanted.  :-[ Sorry. I'll try and wait a little bit before posting my next problem.  8)

24
Technical forum / Problem with entity active
« on: August 31, 2007, 05:21:50 PM »
Hi all,

I have a little problem here, which makes no sense.

I have a door handle overlay, which I set to inactive, and then fade up with a loop when the player clicks a region entity over the handle. Then I change the scene.

This all works fine, except of course the door handle down sprite entity is still active, so to reset it, I use this in the scene_init script:

Code: WME Script
  1. var DoorHandle = Scene.GetNode("door_handle_down");
  2. if(DoorHandle.Active==true) DoorHandle.Active = false;
  3.  

I use this script in exactly the same way for two different scenes (only the entity name is different), and it resets the sprite to inactive in one scene but not the other. They are exactly the same script - I'm trying to do exactly the same thing in each scene - one works, but the other won't work. The only difference is the entity name.

So, it makes no sense, and I can't solve the problem because I see no problem.  :-\

25
Scripts, plugins, utilities, goodies / Cell phone
« on: August 25, 2007, 04:04:04 PM »
Hi again,

I'm trying to make a cell phone that can be used in game to call other characters. So I basically have a "cell phone" scene, with an image of the cell phone, and I have region entities for each button, and various background images for the different menus and phone screens. I think changing the screen images is no problem, for example, clicking on the "contacts" button changes the screen to the contacts screen.

But, I'm having trouble understanding how to have the numbers displayed. I want the player to click the number keys and then for the number to come up on the screen like a cell phone would. So if they click 0, then a 0 is displayed, then they click 7, and the 7 is displayed but at the same time, the 0 is moved to the left to make room for the 7, and so on and so on.

Any tips how i can do this? Any idea where I can start? Should I use some kind of window for the whole phone screen? I'm thinking when they press 0, the game will display the 0 as text, and then when they press 7, the game will display "this" + "this", which will show 07, etc etc, but I don't know where to start with that. And then I need some way to recognise the number that's been entered so that when they press the green button on the phone, the game knows which conversation script to run.

Thanks.  8)

26
Technical forum / Click and drag sprites
« on: August 25, 2007, 02:34:27 PM »
Hi all,

I'm trying to make ye olde favourite puzzle - the torn letter that must be put back together puzzle.  ;D ::rock

So, I want to be able to click a sprite on screen and while the mouse button is down, drag it around the screen. I didn't find any way to already do this so I did some script:

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

var MoveTest = Scene.GetNode("move_test");
var IsLeftDown = false;

////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  IsLeftDown = true;

  while(true)
    {
     if (IsLeftDown==true)
      {
       MoveTest.X = Game.MouseX;
       MoveTest.Y = Game.MouseY;
       Sleep(50);
      }
    }
}

on "LeftRelease"
{
  IsLeftDown = false;
  MoveTest.X = MoveTest.X;
  MoveTest.Y = MoveTest.Y;
}


This works fine whilst the left button is down, but when it's released, the game crashes. So, obviously something is wrong. Something probably to do with the "leftrelease" part I think.

EDIT:

Sorted it out.  ::rock

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

var MoveTest = Scene.GetNode("move_test");
var IsLeftDown = false;

////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  IsLeftDown = true;

  while(IsLeftDown==true)
    {
       MoveTest.X = Game.MouseX;
       MoveTest.Y = Game.MouseY;
       Sleep(50);
    }
}

on "LeftRelease"
{
  IsLeftDown = false;
  MoveTest.X = MoveTest.X;
  MoveTest.Y = MoveTest.Y;
}


27
Won't implement / 360 degree panoramic games
« on: November 23, 2006, 05:07:18 PM »
Hi all,

My wish is that WME could be used to create 1st person 360 degree panoramic games, like Scratches, AGON, Post Mortem etc etc.

I wanted to use this method for my latest project, and since WME is my favourite engine and I don't want to ever use any other engine, I obviously want to use WME to build this latest game, but since it doesn't support this type of adventure game, I'm a bit stuck.

So, what do you think? Can this feature be added?  ??? I think it would be useful for a lot of people, and would mean that WME then covered virtually all types of adventure games, 1st person and 3rd person, except for full 3D (see that other thread for that).  ;D

If it can't be done anytime soon, I'll still use WME of course, but I'll just have to do it with static 1st person views instead.

28
Technical forum / on "inventory_item"
« on: June 13, 2006, 11:38:12 AM »
Hi,

This is linked to the smart cursor thing - how can I make an inventory item useable on a scene entity only if a certain condition is met? I can set a condition after on "inventory_item" so that it will not use the item, but the hover cursor still shows because that item CAN be used at some point.

I have two items that are exactly the same - only one needs to be used on the entity, but the player can use either of them at any time if you know what I mean - once one item has been used, the other exact same item does not need to be used in that place, but since the script for the scene entity has on "inventory_item_1" and on "inventory_item_2" things in there to cover both items, the hover cursor of the unused item still shows, making it seem like you can still use that item there at some point, even though you can't.

I hope that makes sense.  ;D

Thanks.

29
Technical forum / Region entity position in SceneEdit
« on: June 10, 2006, 11:36:04 PM »
Hi,

How come I can't set the position of a region entity by manually entering the numbers in SceneEdit? They're grayed out, and all I can do it set the position with the mouse or keyboard.

Thanks.

30
Technical forum / SmartItemCursor
« on: May 31, 2006, 09:38:23 PM »
Hi,

How do I use the new smart cursor?

Thanks.

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