Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ciberspace

Pages: 1 ... 5 6 [7] 8
91
Technical forum / Re: Start walk animation on releasing the mouse button
« on: December 10, 2012, 10:59:02 AM »
in scripts/game.script

on "RightClick"
{
  // if inventory item selected? deselect it
  if (Game.SelectedItem != null){
    Game.SelectedItem = null;
    return;
  }

  var ActObj = Game.ActiveObject;

  // is the righ-click menu visible? hide it
  if(WinMenu.Visible == true) WinMenu.Visible = false;
  else if(ActObj!=null)
  {
    // if the clicked object can handle any of the "verbs", display the right-click menu
    if(ActObj.CanHandleEvent("Take") || ActObj.CanHandleEvent("Talk") || ActObj.CanHandleEvent("LookAt"))
    {
      // store the clicked object in a global variable MenuObject
      MenuObject = Game.ActiveObject;
      var Caption = WinMenu.GetControl("caption");
      Caption.Text = MenuObject.Caption;

      // adjust menu's position
      WinMenu.X = Game.MouseX - WinMenu.Width / 2;
      if(WinMenu.X < 0) WinMenu.X = 0;
      if(WinMenu.X+WinMenu.Width>Game.ScreenWidth) WinMenu.X = Game.ScreenWidth-WinMenu.Width;

      WinMenu.Y = Game.MouseY - WinMenu.Height / 2;
      if(WinMenu.Y<0) WinMenu.Y = 0;
      if(WinMenu.Y+WinMenu.Height>Game.ScreenHeight) WinMenu.Y = Game.ScreenHeight-WinMenu.Height;

      // and show the right-click menu
      WinMenu.Visible = true;

      // stop the actor from whatever he was going to do
      actor.Reset();
    
    }
    // no verbs supported, no menu is needed; just send the RightClick event to the object
    else ActObj.ApplyEvent("RightClick");
  }
Scene.ApplyEvent("RightClick");
}

and scripts/scene.script
Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. ////////////////////////////////////////////////////////////////////////////////
  4. on "LeftClick"
  5. {
  6.   // when the scene is left-clicked, just send the actor to the specified point
  7. }
  8. on "RightClick"
  9. {
  10.   // when the scene is Right-clicked, just send the actor to the specified point
  11. }

92
WME Lite / Re: Call to undefined method "GoExclusive" issue on iOS
« on: November 22, 2012, 08:25:16 PM »
may be the blank spaces

"data \ escenas \
       x x          x

sorry 8)

93
Game announcements / Re: Demo space invaders
« on: November 19, 2012, 07:00:54 PM »
Code: WME Script
  1. fue.SkipTo(fx,fy);
  2.         if(((fy <= eneA + 20 && fy >= eneA - 20)&&(fx <= eneB + 20 && fx >= eneB - 20 ) )&& fuego==true)
  3.                 {
  4.                 //Game.Msg("colision 1");
  5.                 ene1= Scene.GetNode("ene1");
  6.                 ene1.Active=false;
  7.                 goA=true;
  8.                 }

94
Game announcements / Demo space invaders
« on: November 16, 2012, 01:00:06 PM »

95
Общий фор�?м / Re: LIFT Casual demo +
« on: November 06, 2012, 07:20:03 PM »
Спа

96
Game announcements / Re: Colapso 1 and 2 episode
« on: October 30, 2012, 04:52:21 PM »
if anyone finds bugs or errors please reply the message Colapso 1 and 2 episode.

has anyone tested windows 7 ?

97
Technical forum / Re: Actors z-index bug?
« on: October 29, 2012, 07:33:40 PM »
Can you show me you file actor/name/name.script

jack.ugu.pl/z1.jpg
jack.ugu.pl/z2.jpg

98
Game announcements / Colapso 3 episode
« on: October 29, 2012, 07:14:43 PM »
The new episode 3 of Colapso will be available by mid november
 :)


http://www.telejuego.site90.net/

99
Game announcements / Colapso 1 and 2 episode
« on: October 24, 2012, 05:33:37 PM »
Hello!

We finally released the 1 and 2  episode of a game. Thank you all, because without your posts ,demo game and informations Im sure that we couldn't do anything.

The game is free to download:English and Spanish version

www.telejuego.site90.net


100
Technical forum / Re: Windows not working with scrolling screen.
« on: October 24, 2012, 04:05:21 PM »
Game.Msg(Scene.OffsetX + (1024/2));

101
Technical forum / Re: Inventory item question
« on: October 01, 2012, 04:31:26 PM »
sorry

102
Technical forum / Re: Have subtitles show in response box
« on: September 07, 2012, 06:32:56 PM »
Quote
var Win = Game.CreateWindow();
AddText("Hello Word");
Sleep(4000);
if(Win!=null)
{
  Win.Close();
  Game.UnloadObject(Win);
}

Quote
function AddText(Text)
{   
  var Static = Win.CreateStatic();
  if(Text==null) Static.Text = "";
  else Static.Text = Text;
  Static.X = 10;  //to be displayed at the same area//
  Static.Y = 100;
  Static.Width = Game.ScreenWidth;
  Static.Height = 32;
  Static.TextAlign = TAL_CENTER;
  Static.SetFont("fonts\arial_bold.font");
  }

103
Technical forum / Re: left click pick up item
« on: September 06, 2012, 04:54:20 PM »
When I choose to pick it up, it doesn't disappear from its position nor appearing in the inventory.
here's what i got so far:
the apple.script
Quote
// hide the apple entity and place "apple" item into the inventory
  Game.TakeItem("apple");
  var Entapple = Scene.GetNode("apple");  //Entity properties Name ("apple") //
  Entapple.Active = false;


104
Foro técnico / Re: Como exportar de 3ds max 7 a .x
« on: August 29, 2012, 09:03:03 PM »
solucionado los ejes:
en 3dmax
Quote
Se orienta la vista Front como Top y Top como Front
se alinea el bipedo con el plano de la vista Perspective

alineación correcta   ;D

105
Foro técnico / Re: Como exportar de 3ds max 7 a .x
« on: August 29, 2012, 07:07:30 PM »
No soy el mejor modelador 3d
diretamete e creado un bipedo y exportado a .X
segun indica el post " http://res.dead-code.org/doku.php/kbase:exporting_models_from_3ds_max
el archivo *.act3d tiene los siguientes datos:
Quote
ACTOR3DX
{
  NAME = "pro"
  CAPTION = "pro"
  INTERACTIVE = TRUE
  ACTIVE = TRUE
  SCRIPT = "actors\pro\pro.script"
  SHADOW_IMAGE = "actors\pro\shadow.png"
  SHADOW_SIZE = 12.0
  LIGHT_POSITION { -40, 200, -40 }
  SIMPLE_SHADOW = FALSE
;  SHADOW_COLOR { 0, 0, 0, 128 }
  SCALE = 180

  ;--- velocity
  VELOCITY = 70.0
  ANGULAR_VELOCITY = 400.0

  ;--- external data
  MODEL = "actors\pro\pro.x"
  FONT = "fonts\outline_white.font"
 
}

la visión es corecta y e unico problema es que rota sobre la punta de sus pies y tumbado
Quote
Al principio te dará un poco de guerra con los ejes

sigo probando y te comento
Gracias

Pages: 1 ... 5 6 [7] 8

Page created in 0.085 seconds with 20 queries.