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Messages - A.Y.

Pages: [1] 2
1
Техниче�?кий фор�?м / Re: проблемы
« on: September 26, 2014, 08:31:59 PM »
привет,

2
Техниче�?кий фор�?м / Re: проблемы
« on: September 24, 2014, 01:32:40 PM »
теперь не зап

3
Техниче�?кий фор�?м / Re: проблемы
« on: September 24, 2014, 10:50:24 AM »
разобрал

4
Техниче�?кий фор�?м / проблемы
« on: September 23, 2014, 10:25:51 PM »
привет

5
Technical forum / Re: restore the WME project
« on: August 10, 2008, 08:31:59 PM »
Thank you  :(

6
Technical forum / restore the WME project
« on: August 10, 2008, 07:58:24 PM »
I lost the  WME project of my game (hard disk died), backup unfortunately also unavailable,
but I have survived compiled version of the game.
Can I restore the WME project of the compiled version of the game?

7
Help wanted and offered / Search programmer for a non-profit project
« on: March 05, 2008, 03:29:32 PM »
I am working on a non-profit game,
and search for a programmer that can help to create the game.
Game satiric, and is based on a play by B. Brecht "Threepenny Opera."
It will be a rigid anti-utopia, on the criminal and corrupt world
where good and evil are reversed.
Currently there are GDD and rough prototype,
it can be viewed at
http://abramovyar.narod.ru/index.html
If anyone is interested you can contact me
my icq: 346079316

8
Technical forum / Re: AutoScroll followed by mouse.
« on: January 25, 2008, 04:52:00 PM »
Thanks a lot!

9
Technical forum / AutoScroll followed by mouse.
« on: January 25, 2008, 12:50:35 AM »
Hi, I am again.
Now, I can not change MainObject,
in one scene I need to AutoScroll followed by mouse.

actor = Game.LoadActor("actors\pichem\pichem.actor");
global mouse = Scene.MouseX;

if (Scene.Name != "map")
{
Game.MainObject = actor;
}
else
{
Game.MainObject = mouse;
}
Scene.AutoScroll = true;

Заранее,

10
Technical forum / Re: How can I know the location of entities?
« on: January 24, 2008, 10:45:44 AM »
Thank you very much.
With great interest I read all of your guideline,
Unfortunately, I still very far from understanding the art of programming.

11
Technical forum / Re: How can I know the location of entities?
« on: January 24, 2008, 10:08:22 AM »
I need to make a free entities who commits leap,
from the point at the point in a certain order.

on "LeftClick"
 if (this.X == 280, this.Y == 311)
{
this.SkipTo(380, 311);
}
else (this.X == 380, this.Y == 311)
{
this.SkipTo(480, 311);
}
and so on ...

But still not working.

12
Technical forum / How can I know the location of entities?
« on: January 24, 2008, 12:41:15 AM »
How can I know the location of entities?

on "LeftClick"
 if (this.X == 280, this.X == 311)
{
this.SkipTo(380, 311);
}
else
{
this.SkipTo(280, 311);
}

I am doing so, but of course it does not work.

13
Technical forum / Re: 3D-model-mapping-possibilities?
« on: November 16, 2007, 04:59:17 PM »
if I know right, engine supports opacity maps, and Multi-textured.
But, does not support bump-mapping.

14
Technical forum / Re: how to remove Actor?
« on: November 08, 2007, 10:05:22 AM »
thank you very much for the help.
But I am an artist and not the programmer, and the way to take programming - copy / past.
I found how to remove actor from the scene.

////////////delete beggar_01
this.Active = false;

Unfortunately you are right about a local variable, for the last actor,
and if I leave this scene, then return actor disappears from the scene.
as it back, I still do not know.

Now you load the third actor and show it.
 //////////load beggar_01_sute
 var Beggar_01_sute = Scene.LoadActor("actors\beggar_01_sute\beggar_01_sute.actor");
 Beggar_01_sute.SkipTo(400, 550);
 ///////////
  Game.Interactive = true;
}


Also you place the new actor to the local variable so after this event ends you no longer own any "handle" to it. Is this intentional?

Please, explain to me, how I can change the Actor correctly.


15
Technical forum / Re: how to remove Actor?
« on: November 06, 2007, 10:10:04 PM »
I am writing:

on "sute_01"
{
  Game.Interactive = false;
  actor.Talk("Bla.");
  Game.DropItem("sute_01");

////////////delete beggar_01
 var Beggar_01 = Scene.LoadActor("actors\beggar_01\beggar_01.actor"); 
 if (Beggar_01.Active==true)
 {
    Beggar_01.Active = false;
 }

 //////////load beggar_01_sute
 var Beggar_01_sute = Scene.LoadActor("actors\beggar_01_sute\beggar_01_sute.actor");
 Beggar_01_sute.SkipTo(400, 550);
 ///////////
  Game.Interactive = true;
}


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