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

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Messages - Mnemonic

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It's all smoke and mirrors :) Simply put, forget about scrolling. The van is basically staying in the same place (moving a little to the left and right) while everything else moves. For example, the trees would be "recyclable" entities, that move from right to left, and when they're off screen, they skip back all the way to the right and then move through the screen again. Same for the fog, houses etc.

Basically you'd need just one script, that would move it's owner entity by decreasing its X position, and if X is lower than some threshold, it would increase it again and repeat the process.
This trick is used by many games, both 2D and 3D. From recent memory, Life is Strange Before the Storm uses this when the main character drives a car through the countryside.

If you create PNGs with transparency in Photoshop, they will just work in WME. No need to do anything special.

However, using color keys for transparency is a rather ancient technique. Since WME supports PNG images maybe you should rather use alpha channels.

Game announcements / Re: ANN: The Games section on WME homepage
« on: September 02, 2017, 01:48:52 PM »
If the demo is nearly finished, feel free to add it. The idea here was not to highlight projects that will never be finished (we are all too enthusiastic when starting new projects... :) ).

Technical forum / Re: Variables lost when saving the game
« on: September 02, 2017, 01:46:57 PM »
Do NOT set the variable value in That way the value will be reset everytime a new script (which includes is executed.
Set default variable values in some script that only gets executed once (game.script, typically).

Technical forum / Re: Transparence glitch
« on: August 06, 2017, 08:38:31 AM »
See this post. Adding a 1 pixel transparent border around your image should fix the problem.

Technical forum / Re: Global region's events handling
« on: July 09, 2017, 01:45:24 PM »
No, there is no global event listener for this. But I believe anarchist's suggestion is a very valid replacement.

General Discussion / Re: Thank you Mnemonic!
« on: May 13, 2017, 09:06:27 AM »
Thank YOU! Glad to hear good ole wme is still being helpful :)

And yes, gamedev is strangely addictive, I know that all too well (working on my own game currently). Good luck with any future projects.

Technical forum / Re: Placing items
« on: March 11, 2017, 10:04:31 AM »
Keep in mind entities don't have to be placed in SceneEdit. You can load entities from file at runtime (from a script). Which is the approach I would use in this case. Of course, it's not as comfortable as using SceneEdit, because you'd need to hardcode the entity positions in the script.

As for your other question, using a separate region entity for interaction when the key is not visible is a good approach, IMO. It makes sense, if the key isn't there, you're not interacting with a key, you're interacting with a keyhole, so a keyhole should have it's own entity/script/interaction logic.

Technical forum / Re: New line character
« on: June 21, 2016, 08:33:21 PM »
You can use ~n for this purpose in scripts.

Bug reports / Re: SceneEdit crash
« on: May 21, 2016, 06:16:42 PM »
It crashes in comctl32.dll, which is a windows component (common controls). I did some googling and people recommend running the consistency check, using the command line command:

Code: [Select]
sfc /scannow

Technical forum / Re: Window Object and Scale Level
« on: March 23, 2016, 02:36:38 PM »
There is a way to make some entity always on top:

1) add a new region to the bottom of all nodes in SceneEdit, name it e.g. "topmost".
2) attach your entity permanently to this region: someEntity.StickToRegion("topmost");

Of course, you'd have to create this "topmost" region in every scene, but it could be automated by a script that would automatically add said region everytime a scene is loaded.

Technical forum / Re: SceneEdit and its windows
« on: March 20, 2016, 01:58:22 PM »
Try double-clicking the window caption, that should re-dock it.

Technical forum / Re: Strange artifact on scaled png
« on: March 05, 2016, 01:07:52 PM »
There's actually quite a simple workaround - leave a few empty pixels around your image (actually one pixel should be enough). Because those artifacts are actually the black pixels from the other side of the image bleeding in (don't aks me why, it's related to how the 3D hardware treats the textures).

I tested it on your project, and it fixes the problem.

WME Lite / Re: WME lite crash report support
« on: March 03, 2016, 09:02:53 PM »
From what I understand, the compiler complains about the main function creating the Game object.
I did a quick test and something like this compiles (not an actual code):

main ->
CAdGame* game = new AdGame;
delete Game;

platform ->
   __except (Platform::HandleCrashReport())


So basically the idea is to move any object creation outside the function that contains __try.

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