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Messages - Dan Peach

Pages: 1 2 3 [4] 5 6 7
46
WME Lite / Re: Call to undefined method "GoExclusive" issue on iOS
« on: November 22, 2012, 11:55:18 PM »
Well, I think you're right about it being a bug because I couldn't get it to work the way it was originally written. :(

So, I rewrote it and include the full path to each specific window for each specific value of the "DbComputerDatabasePage" variable, which was quite tedious work.  ;D

Works fine now though so that's good.

@2.0
I didn't see your edit until now - that's a good suggestion, which makes sense. I'll try that I think, and report back. :)

47
WME Lite / Re: Call to undefined method "GoExclusive" issue on iOS
« on: November 21, 2012, 07:25:57 PM »
Thanks for the suggestions. :)

I've removed the "DbComputerWindow.Center;" line, but that has not solved the problem.

This script works exactly as it should in Windows, just not in iOS, so the problem must lie there.

I suspect the problem is to do with these lines:

Code: WME Script
  1.  
  2. DbComputerWindow = Game.LoadWindow("data\scenes\processing_room\database_computer\windows\" + DbComputerDatabasePage + "_window.window");

I have similar scripts to this which load windows, and which work fine on iOS, but they contain the full paths to the windows instead of the way I've done it above. So, I think that's the problem.

But why should it not work?

48
WME Lite / Call to undefined method "GoExclusive" issue on iOS
« on: November 21, 2012, 03:42:09 PM »
Hi,

I have a problem on iOS that doesn't exist when running the game on Windows. The following "scene_init" script presents no errors in ProjectMan or when running the game in Windows. But when running it in iOS I get a "script compiler" error on line 50 - call to undefined method "GoExclusive". The script is supposed to load specific windows depending on specific variables. Simple stuff. I can't see anything wrong it. Can anyone else? Thanks. :)

Code: WME Script
  1.  
  2. global InventoryButton;
  3. global MenuButton;
  4. global Exiting;
  5. global DbComputerSection;
  6. global DbComputerBrowserPage;
  7. global DbComputerDatabasePage;
  8. global BrowserArray;
  9. global BrowserArrayPos;
  10. var DbComputerWindow;
  11. var Background = Scene.GetNode("background");
  12.  
  13. InventoryButton.Visible = false;
  14. MenuButton.Visible = false;
  15.  
  16. if(BrowserArray==null)
  17.  {
  18.   BrowserArray = new Array("blank");
  19.   BrowserArrayPos = 1;
  20.  }
  21.  
  22. if(DbComputerSection==null) DbComputerSection = "database";
  23. if(DbComputerDatabasePage==null) DbComputerDatabasePage = "0097_details";
  24. if(DbComputerBrowserPage==null) DbComputerBrowserPage = "blank";
  25.  
  26. if(Exiting)
  27.  {
  28.   Exiting = false;
  29.   Game.ChangeScene("scenes\processing_room\processing_room_desk_001_cu\processing_room_desk_001_cu.scene");
  30.  }
  31.  
  32. else
  33.  {
  34.   if(DbComputerSection=="database")
  35.    {
  36.     Background.SetSprite("scenes\processing_room\database_computer\sprites\db_background.jpg");
  37.         DbComputerWindow = Game.LoadWindow("data\scenes\processing_room\database_computer\windows\" + DbComputerDatabasePage + "_window.window");
  38.    }
  39.   else if(DbComputerSection=="browser")
  40.    {
  41.     Background.SetSprite("scenes\processing_room\database_computer\sprites\browser_background.jpg");
  42.         DbComputerWindow = Game.LoadWindow("data\scenes\processing_room\database_computer\windows\" + DbComputerBrowserPage + "_window.window");
  43.    }
  44.   else if(DbComputerSection=="search")
  45.    {
  46.     Background.SetSprite("scenes\processing_room\database_computer\sprites\search_background.jpg");
  47.         DbComputerWindow = Game.LoadWindow("scenes\processing_room\database_computer\windows\search_window.window");
  48.    }
  49.   DbComputerWindow.Center;
  50.   DbComputerWindow.GoExclusive();
  51.   Game.UnloadObject(DbComputerWindow);
  52.   Game.ChangeScene("scenes\processing_room\database_computer\database_computer.scene", false, false);
  53.  }

49
Technical forum / Game.Reset() and the timer
« on: November 07, 2012, 11:56:41 PM »
Hello,

Just a quick question about the Game.Reset(); method - it says in the docs that it sets the timer to zero, however when playing in debug mode, the "timer" that is displayed in green on the right is NOT reset to zero when I call Game.Reset();

Is this right? Is there another timer in the game that gets reset to zero? It doesn't matter either way - I would just like to know, so that I know my "reset" is working properly.  :)

Thanks.

50
Technical forum / Re: Item highlight image in Inventory
« on: October 26, 2012, 07:15:06 PM »
Ahhhhh, you were right. I just needed to use "item.Name" instead of just "item". All works now. Thanks. :)

51
Technical forum / Re: Item highlight image in Inventory
« on: October 26, 2012, 06:46:18 PM »
Sorry, I should have said, "item" just holds the name of the selected inventory item. Everything else works fine with the selected item, so I don't think that's the problem. The problem just seems to be in the code I've quoted.  :)

52
Technical forum / Item highlight image in Inventory
« on: October 26, 2012, 05:11:15 PM »
Hi,

I'm trying to change the image of inventory items so that when the items are clicked, the image changes to a highlight image.

This is the code I'm trying to use, which I think should work, but just returns an "invalid image" placeholder thing.

Code: WME Script
  1. item.SetSprite("items\" + item + "\" + item + "_inv_highlight.sprite");

Any reason that shouldn't work?

Thanks.  :)

53
Game announcements / Re: The Ancient Mark - Episode 1
« on: October 19, 2012, 06:55:04 PM »
Looks great. Love the style.  :)

Few things though - the captions don't stay on screen long enough to read them, so you have to keep clicking them to be able to read the whole thing. And if the caption changes from the first click to the second, then you'll miss what was said the first time round. This happened with the marbles at the start.

Also, it would be nice to be able to skip the captions with a left click - I kept clicking the soil all the time at the start to see if anything different was said, but it was the same caption, so had to wait for the caption to disappear each time. could get frustrating.

And finally, would be good to be able to click past the logos at the start.

Other than that though, great game. :)

54
Technical forum / Re: Stopping button text going onto new line
« on: October 18, 2012, 10:25:15 AM »
Thanks - that will solve the problem.  :)

55
Technical forum / Stopping button text going onto new line
« on: October 15, 2012, 03:29:06 PM »
Hello,

I have a button which acts as a text input field for my onscreen keyboard (for iOS). I need to limit the number of characters that can be entered so that the text doesn't go onto a new line, but I can't just set the length of the string because that doesn't work because some letters are wider than others. For example, in my text field, I can fit in 16 "m" characters, but if I set the length to not be greater than 16, then I can't fit in the words I need to fit in because they're more than 16 characters, even though they only fill up two thirds of the button.

So is there any way to just stop the button text from going onto a new line - obviously if it does that, it goes outside the background text field image. I just want the text to fill the button, right up to the point before it would go onto a new line, and then just not accept anymore characters. Can this be done?

Thanks. :)

56
Technical forum / Re: Trying to display my own window
« on: August 03, 2012, 05:51:28 PM »
Spelling mistake on your first LeftClick instruction. Dunno if that's the problem, but it won't help. :)

57
WME Lite / Re: Game does not take up entire screen when running.
« on: July 22, 2012, 06:51:12 AM »
This is not an issue per se. It's because the aspect ratio of the game doesn't match the aspect ratio of the iPhone. The demo game resolution is 800x600, which is a 4:3 aspect ratio, whereas the iPhone4/4S resolution is 960x640, which is a 3:2 aspect ratio.

WME Lite will upscale the image as far as it can to fit the display of the device, so in the case of the iPhone4/4S it will upscale the image until it hits 640 (the height of the iPhone resolution in landscape), but this puts the horizontal resolution at only 853.3 pixels, which is less than the 960 pixels available, which results in the black bars down the side. Or, in the case of older iPhones that have a resolution of 480x320, WME Lite will downscale the image as far as it can, from 600 (the height of the game) to 320 (the height of the iPhone), resulting in a horizontal reslution of 426.6, which again is less than the 480 pixels available. The iPad however has an aspect ratio of 4:3, so if you run the game on the ipad you won't see any black bars.

The only way to solve this "issue" is to change the background images of the game to fit the aspect ratio of the device. However, if you change the aspect ratio to fit the iPhone then you will have problems on the iPad. The only way around this is to create separate packages for the iPhone and iPad as explained here:

http://res.dead-code.org/doku.php/wmelite:filesystem

...or possibly use the Game.DeviceType method to check whether the game is running on iPhone or iPad, although I'm not sure how that will work in relation to the game's resolution.


58
WME Lite / Re: Quick start guide
« on: July 14, 2012, 12:12:25 AM »
You're welcome. :)

I don't think the demo project has been compiled in ProjectMan, so you'd have to compile it on your PC, then copy the data.dcp file over as I described.

I'll edit my original post tomorrow with steps on how to get stuff running on the actual device - I can't login to the Apple Dev Center tonight for some reason. :(

59
Game announcements / Re: James Peris English version available
« on: July 13, 2012, 11:54:22 PM »
Demo wouldn't go past the loading screen on my XP machine. :(

60
WME Lite / Re: Quick start guide
« on: July 13, 2012, 07:48:13 PM »
Forget that download page. You only need that page for downloading the dep_xcode-ios.zip file. For iOS development, that is the only file you need from that page.  :)

What you need to do is follow the steps I outlined for downloading the source code. Those steps will ensure that you download the source code files to your Mac hard drive. The trunk/xcode-ios/wmelite folder will be located in the place on your hard drive where you told Xcode to save the source code after connecting to the respository and clicking "checkout". :)

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