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Messages - Pelrock

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1
Technical forum / Re: Scripting - Return from a non interactive scene
« on: December 27, 2011, 02:10:44 AM »
I have finally created a window to do it and works really well!! :)
Thanks for that

Is there any option to create a fade-in/fade out effect on loading the window?

2
Technical forum / Re: Scripting - Return from a non interactive scene
« on: December 27, 2011, 01:04:56 AM »
That´s fantastic. Thanks for sharing that code.
I am also considering the window idea, which can be a good option too.

Many thanks :)

3
Technical forum / Re: Divide the game code in parts
« on: December 26, 2011, 07:56:29 PM »
That´s great, I would probably do that.
thanks a lot!

4
Technical forum / Re: Scripting - Return from a non interactive scene
« on: December 26, 2011, 05:51:45 PM »
Sounds really good. I didn´t know about that. Thank you.

Although I´m not sure if would work in this case, because the layer must be visible/invisible on every scene of the game, as the character would check this from his inventory...

But I will take a further look to the tutorial,

Thanks!

5
Technical forum / Re: Divide the game code in parts
« on: December 26, 2011, 04:57:14 PM »
Do you mean by duplicating the scenes?

6
Technical forum / Divide the game code in parts
« on: December 26, 2011, 04:42:27 PM »
Hi all and happy christmas,

I´d like to know if there is a method when programming a game in WME to clean up the script so it is possible to divide the game in parts or acts, which would be very helpful to organize the script. Some kind of "reset". (Or even compile the game in parts...)

In my case, I have reached a point where the puzzles are solved in the first part, and now the character need to solve new problems on the same scenaries.

But I found myself filling the old scripts and adding more things, and it can get very confused...

I couldn´t find anything on the forum, but if someone have read about this before, please could you le me know,

Many thanks

7
Technical forum / Scripting - Return from a non interactive scene
« on: December 26, 2011, 03:04:20 PM »
Hi,

I´m developing the code of my adventure and I need some help if someone knows how to do this:

Quote
The character picks up a piece of paper. Then he goes into the inventory to check it. When he right clicks on the object, it takes him to another scene, non interactive, where he can only move the mouse and highlight the text to see the paper in detail.
When he finish to look at it he can leave the scene by clicking out of the image.

I´ve figured out how to bring him to the scene, but not how to return.

How can I save the character position to return to the previous scene? So after checking the paper he can return to where he was before.

The idea is that you can check this paper anywhere, anytime during the game.

I´ve got the three scripts for the moment:

      - The script of the paper on the inventory, paper.script    /// It takes him to the other scene throught this  "Game.ChangeScene("Scenes/paper_detail.scene");

      - The script of the scene, scene.init.script                    /// I´ve got hidden the character and set up the interactive regions
      - The script of the region inside the scene to leave, exit_scene.script   /// What should I use to return?


Any help would be much appreciate it,
many thanks

8
Technical forum / Re: Scripting help - declaring variables
« on: December 26, 2011, 02:30:47 PM »
Hi, thanks for your help!

Yes, I actually changed the structure but the result was the same, and I had the same error again.

But it helped me to find the problem. I had the same variable changing the same value in another script and I always returned to state 3 after making that action...

The good thing is that I finally got out of the loop and I could move forward a little bit on the script.
Many thanks

9
Technical forum / Re: Scripting help - declaring variables
« on: December 23, 2011, 03:14:31 PM »
That´s fantastic. Thank you very much for that, I will try it soon and I let you know.

Cheers!

10
Technical forum / Re: Scripting help - declaring variables
« on: December 23, 2011, 12:53:41 PM »
Hi, thanks for the response. I didn´t know that one.
But I am not sure if that can be applied to this case...

I´d like the "Actor A" make different actions within the game that changes the value of "myvariable". So when he talks to "Actor B" the dialogue lines to choose are different.

For example, Actor A talks to Actor B, he tells him to pick up one ingredient for a soup. He finds the first one and now "myvariable = 1", then he comes back  to speak with actor B and the dialogue is different, he has now different options to choose.

I did that and it seems to work until "myvariable" equals to 4...

Do you know a better way to do this? can I do it the way you told me?


11
Technical forum / Scripting help - declaring variables
« on: December 23, 2011, 01:52:56 AM »
Hi all,

It´s been a long time since the last time I posted something on the forum. I have just downloaded the last version of Wintermute, and I have to say, really, congratulations for this outstanding piece of software. My grattitude forever, Mnemonic.

I´m having some issues developing the script of my game, as I haven't got much knowledge of programming. I reached a point where things are not behaving as expected... if someone could help me out, here´s my question:

I´ve got this script structure (it´s an example of one of many I have already in the game):

////////////////////

Code: WME Script
  1. [code=script][code=script]global myvariable
  2.  
  3. function actorDialogue()
  4. {
  5.         if (myvariable == 0)
  6.         {
  7.            actorDialogue1();
  8.         }
  9.         else if (myvariable == 1)
  10.         {
  11.                actor.Talk("Hello World");
  12.                actorDialogue2();
  13.         }
  14.         else if (myvariable == 2)
  15.         {
  16.                actor.Talk("Hello again");
  17.                actorDialogue3();
  18.         }
  19.         else if (myvariable == 3)
  20.         {
  21.                actor.Talk("At last!");
  22.                actorDialogue4();
  23.         }
  24.         else if (myvariable == 4)
  25.         {
  26.                actor.Talk("The End");
  27.              
  28.         }
  29. }
  30.  
[/code][/code]


///////////////////////////////////////////////////

The variable I have declared is working in every case, it is being change by another character of the game, after a couple of actions (myvariable = 1, myvariable =2, etc) except for the last one, when is equal to 4.

Is there a limitation of 3? or is there something that I did wrong?
As I said, my knowledge of programming is very poor, so I assume there must be an easy way to approach this kind of things...
If anyone can help me I woul apprectiate it, thanks a lot.

12
Game announcements / Re: El Padrastro - Demo
« on: September 24, 2005, 10:42:15 PM »
Is that grafics made in flash ?? Course it look like it..

Graphics are bitmaps. I've painted them by using Photoshop.

13
Game announcements / Re: El Padrastro - Demo
« on: August 15, 2005, 01:02:51 PM »
Que bien, aventura en español !!!
Ahora estoy bajando, estoy loco por meterle mano  ;D Los graficos se ven muy bien, lo que hace falta es que le pongan voces en español.



Voices are not available at the moment but, as soon as the game is finished, we will probably be able to include them on it. However, there is a lot of stuff still left to be done, so, we'll see.
For those who want to know more things about the game and about us, visit our page:

http://modelart.galeon.com
(English version is not available yet)

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