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 91 
 on: January 13, 2018, 05:43:12 PM 
Started by Indra Anagram - Last post by anarchist
Lets take one of the scripts you showed as example and modify it. I will add comments in the code, please read carefully and understand what we are doing, DO NOT simply copy paste the code.

Code: WME Script
  1. //These are the STARTING POSITIONS of your entities
  2. treebg1.X = 0;
  3. treebg2.X = 100;
  4.  
  5. var amountOfLoops = 5000;
  6. var loopsSoFar = 0;
  7. //This is the maximum X coordinate for ALL your entities.
  8. //More specifically, this is the "edge" of your screen on the right.
  9. //Whenever an entity reaches this X coordinate, you move it to the
  10. //FAR LEFT (meaning X = 0).
  11. var maximumX = 1200;
  12.  
  13. //We will perform 5000 loops.
  14. while(loopsSoFar < amountOfLoops)
  15. {
  16.         treebg1.X = treebg1.X + 1;
  17.         if(treebg1.X == maximumX)
  18.         {
  19.                 treebg1.X = 0; //Move this tree to the far left.
  20.         }
  21.        
  22.         treebg2.X = treebg2.X + 1;
  23.         if(treebg2.X == maximumX)
  24.         {
  25.                 treebg2.X = 0; //See here? We move the tree to the FAR LEFT (X = 0), NOT to its starting coordinate!
  26.         }
  27.        
  28.         //etc. etc.
  29.         //You can repeat the same for all entities.
  30.         //There could be a smarter way to do this using arrays but for now try the simple version
  31.         //until you become better in programming.
  32.        
  33.         //We sleep for 10 ms and we will loop 5000 times.
  34.         //This means this whole animation will take 5000 X 10 ms, meaning 50000ms.
  35.         //You can adjust the amount of loops depending on how long you want the animation to take.
  36.         //If you adjust how long the Sleep() command takes, you will in result adjust how fast the entities move.
  37.         Sleep(10);
  38.         //Increment (add one) loops counter so that the loop ends at some point. There are other ways to do it
  39.         //i.e. catch the ESCAPE key press and change a global variable, but for now try the simple way.
  40.         loopsSoFar = loopsSoFar + 1;
  41. }
  42.  

I have not tested this code so if it produces errors let us know which errors appear, or better yet try to solve them yourself first  ;)

What I believe you were missing is that each entity, after it reaches the far right of the screen, it should move to the far left, NOT its starting position. This will work, because, even though the "max x" of each entity is the same and the far left position is always 0, each entity starts on a different X, therefore it will take each entity a different amount of time to reach the far right X coordinate.

 92 
 on: January 13, 2018, 03:16:52 PM 
Started by Indra Anagram - Last post by Indra Anagram
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.

What you want is the entities to start on the start position, move right and then, when they have reached a predefined position on the right they appear on the left.

Not wishing to sound harsh but all you do is to reset the x,y coordinnates for each object within a loop.

Hey guys!

Sorry, but I still don't understand how to make your script work for multiple tree entities. I tried to adjust it for several trees, and in the end it always causes errors and undesirable behavior. Please, if you know how the script should work, tell me what's the solution for several entities.

This script could be good for clouds too, btw.

THANK YOU for your friendly attitude and help!

 93 
 on: January 13, 2018, 12:58:34 PM 
Started by SvarunGames - Last post by SvarunGames
Hard working during December and January is starting to show this #ScreenshotSaturday - here you can see the interior of the Service Shuttle featured in K'NOSSOS Chapter I  :)



 94 
 on: January 12, 2018, 02:46:32 PM 
Started by Chamferbox - Last post by Chamferbox
We have a new model it's the Female Knight:









Animations:

https://www.youtube.com/watch?v=FBIKm2HwXMU

 95 
 on: January 10, 2018, 05:06:37 PM 
Started by SOLO - Last post by anarchist
I haven't used Theora, but what you want to do is doable through sprites and scripts.

Say you have an actor who is running. At some point you pause and have a quick time event. You will probably have a window with a half opaque background. Somewhere on the window you can add some text to give instructions to the user. You can also add any images you want (or even buttons if you want to go with that methodology).

On the window's script you catch left and right click events. Depending on what the user clicks, you either play the jump sprite on the actor (actor.PlayAnim('jump')) or the duck sprite (actor.PlayAnim('duck')). Any further actions can be easily scripted.

Alternatively, instead of actor you can use a sprite entity (again using PlayAnim).

This is of course a very rough description. You can ask more specific questions after you have given this some more thought. Good luck!

 96 
 on: January 10, 2018, 02:56:10 PM 
Started by Eric Matyas - Last post by Eric Matyas
This week is turning out to be pretty hectic (ugh!) but I did manage to get some new tracks done for everyone. Here they are:

On the Action 3 page:
"Red Convertible" (Looping)
http://soundimage.org/action-3/

On the Fantasy 8 page:
"Faraway Fables" (Looping)
http://soundimage.org/fantasy-8/

And on the Puzzle Music 3 page:
"Drifting Things" (Looping)
http://soundimage.org/puzzle-music-3/

Don't forget to check out the new categorized menu of links to all my pages on the right-hand side of each page (if you haven't already.)  If you don't immediately see it, scroll down a bit. I hope it's helpful!

 97 
 on: January 10, 2018, 01:27:15 PM 
Started by CaptainD - Last post by CaptainD
After a... rather long development cycle, I am pleased to announce that our game is finally released and ready for public consumption!


Captain Disaster takes a job delivering a package from Acturus-1 to Proboscis Major - not realising that he is actually transporting something that will put the entire galaxy in danger!  Though just getting the package in the first place is quite a challenge in itself...

Our intrepid nitwit investigates interesting peculiar people, puzzling places and panicky problems along the way to saving the day, once he finally realises that something is wrong.  Expect lots of laughs and head-scratching dilemmas before you reach the shocking conclusion and find out what all this "Million Stomping Boots" business is actually about!

Game Details:

- Classic point-and-click adventure gaming action with a few new twists
- Retro 320x200 resolution graphics
- Fully voiced
- Epic music score
- Plenty of puzzles
- Plenty of adventure
- Plenty of comedy

This game has been a labour of love by 2 devs (CaptainD and TheBitPriest) - who should know better, but just can't help loving the genre - with help from multiple other people over time.   We were inspired by the classic adventure games produced by Lucasfilm Games and Sierra, and believe we have created something that will hopefully, like those games, stand the test of time.


Screenshots:

















What players have said:

"An hilarious and fun to play spacefaring adventure, full of clever ideas and puzzles of all sorts: something hard to achieve in a full length game! In Captain Disaster's universe there is much to see, and the flavored Brummie coating makes it even more shiny!" 

"A fun successor to games like Space Quest with references and jokes aplenty and a lighthearted atmosphere that doesn't take itself seriously in the slightest. Had a lot of fun figuring out the puzzles and meeting all the bizarre characters."

"If you have a fondness for planet-hopping sci-fi TV shows and movies of yesteryear, and you also like the idea of guiding a bumbling buffoon through a comedy of errors in deep space, give this game a try."

"A great game polished to a brilliant sheen over many years of development.  Instant adventure game classic!"






The game is currently only available from Itch.io , but more stores will be added over time.

 98 
 on: January 08, 2018, 02:15:43 PM 
Started by SOLO - Last post by SOLO
Hi,
    Has anyone done a QTE in their projects or games? I am thinking of having a go at doing one to see if WME could pull it off for a future project idea.

I expect you would need to do Sprites rather than Theora videos or could you do say 3 Theora videos, x1 for the good outcome, x1 for the bad outcome and x1 for the default outcome.

Play the default outcome to a point.
Ask for PLAYER INPUT on screen - Right Mouse button or Left Mouse button or both mouse buttons.
Then play good outcome or bad outcome depending on the choice from the player and it is in time.

Any pointers or demo's would be appreciated.

Muties Rock  ::rock ::beer ::beer


 

 99 
 on: January 08, 2018, 01:28:40 PM 
Started by Eric Matyas - Last post by Eric Matyas
Happy New Year Everyone!

In case you haven't already noticed, I've tried to improve navigation on my site by creating a categorized menu of links to all my pages on the right-hand side of each page. (If you don't immediately see it, scroll down a bit.) I hope it's helpful!

That said, I've uploaded about 40 new free images on the following pages:

TXR - GROUND
http://soundimage.org/txr-ground/

TXR - ROCK/STONE 2
http://soundimage.org/txr-rockstone-2/

TXR - WOOD
http://soundimage.org/txr-wood/


Have a good week!

 100 
 on: January 03, 2018, 01:10:48 PM 
Started by eborr - Last post by eborr
@anarchist, thanks for the info, that would seem to be exactly the data I am looking for.

@hcdaniel, good suggestion, however we are a far way in with our application, and although we don't use any explicitly 3d calls I am nervous about moving to lite, having no experience with it, and being a fair way in with application development. I am also unsure about the implications with using some of the libraries in lite, both from a technical, and/commercial point of view

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