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Messages - anarchist

Pages: [1] 2 3 ... 14
1
Technical forum / Re: Second actor creation and cutscene
« on: Yesterday at 08:37:57 PM »
Quote
What if we offer scene auto-scrolling as a tutorial for WME Knowledge base? I think this feature is quite frequent for adventure games. What do you think?

That sounds like a wonderful idea! I am afraid you will have to do it on your own though since I don't have enough time to contribute.

2
Technical forum / Re: Second actor creation and cutscene
« on: November 19, 2017, 10:39:39 PM »
Scene.ScrollSpeedX is an attribute, not a method. You get the error because you try to use it as a method:

Code: WME Script
  1. Scene.ScrollSpeedX(20); //This is wrong
  2.  

also, you have to set its value to an integer, so this is also wrong:

Code: WME Script
  1. Scene.ScrollSpeedX = true; //You assign a boolean value instead of an integer.
  2.  

a correct use would be:

Code: WME Script
  1. Scene.ScrollSpeedX = 20; //Default is 10, so this will make the scene scroll faster.
  2.  

3
Technical forum / Re: Second actor creation and cutscene
« on: November 18, 2017, 10:43:01 PM »
I don't have any special talents, I simply have been working as a professional programmer for years (and on Wintermute for some years too), which among other things gives you the ability to find solution to your problems through searching (either the documentation or the Internet in general). As you said, it is a matter of experience.  8)

Scroll speed is an attribute of the Scene object. From the documentation http://docs.dead-code.org/wme/generated/scripting_ref_scene.html:

Quote
ScrollSpeedX: Horizontal scrolling speed (in milliseconds, default=10)
ScrollSpeedY: Vertical scrolling speed (in milliseconds, default=10)
ScrollPixelsX: Horizontal scrolling shift (in pixels, default=1)
ScrollPixelsY: Vertical scrolling shift (in pixels, default=1)
OffsetX: Current horizontal scrolling offset of the scene
OffsetY: Current vertical scrolling offset of the scene

You can play with these to get what you want.

What goes around comes around. This forum helped me a lot in my game, so I am simply returning the kindness I received. Kindness breeds kindness, I am sure you will do the same some day.

4
Technical forum / Re: Second actor creation and cutscene
« on: November 18, 2017, 03:42:01 PM »
I haven't used scrolling in my scenes so I will try to help you a bit blindly.

From the documentation I can see that:

Quote
Scene.Autoscroll: Specifies whether scene automatically scrolls to the Game.MainObject

By default, in game.script you will find the following line:

Code: WME Script
  1. Game.MainObject = actor;
  2.  

So it makes sense that, when you set Game.Autoscroll = true the scene scrolls toward the main actor. Also from the documentation:

Quote
MainObject: The object which is used for the scene's auto scrolling, can be (set to) null

So it can be set to null. Perhaps this would work?

Code: WME Script
  1. Scene.ScrollTo(husband);
  2.  

After you have done the scrolling and dialogue etc. I think you will want to:

Code: WME Script
  1. Scene.AutoScroll = false;
  2. Game.MainObject = actor;
  3.  

As I said above, I am working blindly, but from what I read in the documentation, the behaviour you observe does make sense, so I think this will work.

5
Technical forum / Re: Inventory and response area always on top
« on: November 15, 2017, 04:52:01 PM »
First, since you want the inventory window to always be visible, you can completely remove the below code:

Code: WME Script
  1. // display the inventory window
  2.  

The above code is useful when you only want to display the window when the cursor moves to a particular area of the screen. But, you want it to always be visible, therefore remove the code. A programming hint: when you have if/else and they both do the same thing, you probably don't need the if/else. In your case you have an if/else if, but judging by what you want, you don't need it.

As for modifying the inventory window on the fly, take a look at the command GetInventoryWindow() to "get" the window. After you have the window in a variable, you can handle it like any other window (I have never done this so please test). I guess you can use inventoryWindow.SetImage() to change the background. I guess the same applies for responses window, where you can use Game.GetResponsesWindow().

6
Technical forum / Re: Second actor creation and cutscene
« on: November 11, 2017, 01:11:29 AM »
About the scrolling, I don't know how much you have learned so far. I haven't used scrolling in my game. I suggest that you take a look at the basics if you are not certain:

http://docs.dead-code.org/wme/inside_scenes_step1.html

Search for
Quote
OK, when we tested the scene, it didn’t scroll, right? Let’s fix it.
And make sure you follow the rules of scrolling, which is setting the main layer dimensions to be larger than the game's resolution.

Apart from that, in order for the actor to move beyond the edge and for scrolling to start, you have to extend your floor region to the whole scene. Furthermore, you can force the scene to scroll by using Scene.ScrollTo() or Scene.SkipTo().

For reference to the possible commands for each entity type, I suggest that you go to http://docs.dead-code.org/ and go to Scripting in WME -> Script language reference and always have it available for reference. I use the online documentation because I can use the Chrome's search functionality to quickly find what I want.

For Step 4 It seems you have the right idea here. Some testing will help you with the timings i.e. how much you Sleep().

Finally, for my cutscenes I used PlayAnim instead of PlayAnimAsync because, since it is a cutscene, I want the game to continue only after the animation has finished. For instace:

Code: WME Script
  1. actor1.PlayAnim('anim1');
  2. actor1.PlayAnim('anim2');
  3.  

will result to actor1 doing anim1 and after the animation is finished he does anim2. This should apply to two different actors, though I haven't tried this in my game:

Code: WME Script
  1. actor1.PlayAnim('anim1');
  2. actor2.PlayAnim('anim2');
  3.  

For new actors you can use Scene.LoadActor(). This will create actors that will appear only in this scene. From what I see, actor and sally must have been loaded in game.script, using the command Game.LoadActor() which creates actor visible in every scene.

7
Technical forum / Re: Second actor creation and cutscene
« on: November 09, 2017, 10:44:20 PM »
#2:
You have created walking regions. Maybe you have noticed that you can also create a block region (just create a region and in the options set it as Blocked). Perhaps you can create your walking region and set it up around the floor and then create two very thin horizontal blocking regions around the area you want your actor to move. I guess the area must be very small to completely avoid the actor going up and down.

I am not  sure whether you can achieve this with waypoints.

#3:
There is not eaxctly a built-in cut-scene mechanism in Wintermute, because a cut-scene, if it is not a video, is just commands executed in sequence with the user having no control. What I mean is that you can simply code your cut-scene any way you want.

The secret to achieve this is to simply do the following:
Code: WME Script
  1. Game.Interactive = false;
  2.  
This piece of code will remove the control from the user. You can code your cut-scene after this command and the use this:
Code: WME Script
  1.  
to give back control to the user.

8
Technical forum / Re: Mirror reflection for 2D character
« on: November 07, 2017, 04:13:49 PM »
I think eborr means that you "simulate" the mirror with a second actor entity. It will not be very straightforward but I think you can achieve this with some work.

So, you create a second actor entity with the same animations as your main actor. You arrange so that the area below the mirror is a Sprite Entity. In this sprite entity you will set an image. The image must be the area below the mirror. This way, you will place your second actor behind this area, so that his lower body is cut off. Perhaps the image should extend left and right of the mirror, so you can show part of the actor as he enters the area in front of the mirror.

Then, you will set a region entity on the floor around the mirror. You can catch the event ActorEntry inside the region and start your code. The code must copy the main actor's movements, meaning for every move the main actor takes, the second actor must do the same (right-left). For up-down I guess you want the opposite movement.

Then, you can catch ActorLeave event to stop this behaviour and perhaps unload the second actor.

I have described it very roughly and probably missed some important points (maybe eborr meant an animation instead of a second actor entity?). I guess you can start and then seek help here again when you are stuck.

9
I have downloaded the Alpha Demo, installed it and played the tutorial for a few seconds, whereas I noticed you have the same issue we have.

I am running the game in Windows 10. I have a high DPI monitor, so in display settings I have scaled up to 150%. Inside the game, it seems that the same scaling is applied to the fonts you use. In both the tutorial window (with the continue button) and in the narration in the beginning, I cannot see the full text.This happens because you use True Type Fonts, and Windows automatically scales them to 150%, without scaling up the window.

We are currently considering a solution with Bitmap Fonts. I am just giving you a heads up, because we received some complaints in Steam, one user even got a refund because of this issue.

10
Technical forum / Re: Global region's events handling
« on: July 09, 2017, 01:20:33 PM »
Instead, why not create a single ladder.script and use the first piece of code you showed us in that script? Then you would assign this same script to all your ladder regions. If you want one of your ladder regions to do something different than the other ladders on ActorEntry then you can use the custom properties to program the behaviour.

Good luck with your first WME game!

11
Game announcements / Re: Hor
« on: May 25, 2017, 04:50:06 PM »
I watched the video. I love your graphics! Partially acid trip, partially nightmarish.

12
Hello everyone,

We are proud to announce that our point n click mystery adventure game Dr Doyle & The Mystery Of The Cloche Hat has been released on Steam!

http://store.steampowered.com/app/574420/Dr_Doyle__The_Mystery_Of_The_Cloche_Hat/

About the game
An unexplained break-in in the small hamlet of Prescott Lane draws the attention of Dr. Doyle, a man of questionable morality and unreserved inquisitiveness, who realises from the first that things aren't exactly how they seem.

After the body of an ex-convict is found beaten to death in a dark alley, it is up to the Doctor to put the pieces together.

Armed with his straps and his wits, the good Doctor sets out to find the truth and solve the mystery of the cloche hat.
Features
Investigate 1920s Dover, England (with over 80 interactive hotspots)

Gather Clues and Combine them with the Environment and the Characters you Meet

Choose your Method in your Encounters

Make Assumptions, Reach Conclusions and Decide the Guilty Party


13
Don't know about Lite but I had some weird side effects on my fonts after a resent Windows 10 update. If "Change the size of text, apps, and other items" is not set to 100% my fonts are increased in size and make a mess.

14
Make sure that in your base.inc script you have:

Code: WME Script
  1. global new_actor;
  2.  

Also what mihaipuiucernea said needs to be done. Why this you will ask.

Well, the actor variable which already exists is a global variable, meaning that it is maintained regardless in which scene you are and you can use it anywhere. There is a little catch though. To use it in a script you need to have this before using it:

Code: WME Script
  1. global new_actor;
  2. <do stuff with new_actor>
  3.  

You will notice that base.inc is included in all your scripts, be it game.script, in a scene_init.script, in an entity script, anywhere. If you add global new_actor in base.inc, then you can assume that the command runs as soon as base.inc is included, which is always at the beginning of your script. Think of it as code that is always executed.

Don't get carried away though and start adding any global variable you need in base.inc. Add only variables which you will need to use in almost every script. For instance, global Statestarttest; is not a variable you normally need in base.inc, because you most probably will use it only in the scene_init.script and maybe in some of your entities.

There is no shame in being a beginner, we all start somewhere. Bear in mind that the documentation contains everything you will need. What you need now is to become a better programmer and then you will realise that WME is a piece of cake to use. I suggest that you restart the tutorial and do the work that you are instructed to do, instead of just reading it. You will understand many necessary concepts. Your code might initially be a big mess, but you will gradually get better. I suggest that you also read some articles about proper programming style and best practices, they are very useful.

15
You need to show us the contents of scene_init.script to be able to help you.

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