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

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Messages - valter.home

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31
Technical forum / Issues with Packages and Patch
« on: January 13, 2016, 08:42:16 PM »
Hello, I'm seeing for the first time the operations to be done to create the various packages but I have a difficulty.
For example, if I move my folders "sounds" and "music" in a folder "audio" and I do "promote to package" everything works fine.
But if I try to create files to "patch" the game the engine does not update to the new files.
These are the operations I perform:
I create a folder "patch" in the top level structure
in project managers I do "promote to package"
I change the priority to 1 or 10 or more
then I recreate in the folder "patch" the same path of the folder "data" such scenes - myroom - src - scene_init.script
Obviously I copy the original content in this script and I change one little thing, for example I do speak the actor
I save and then I compile everything or just the folder "patch".
No results, whether I start the game from wme whether I start the exe file.
I use version 1.9.001

Any suggestions?

Thank you

32
Technical forum / Re: 2.5D game and hidden geometry
« on: December 11, 2015, 09:08:44 PM »
Solved! (I believe for the moment ...)
This thing is really strange.
I did some tests, I resized with different forms the "floor", added and removed waypoints, changed the character. After several clicks in the area indicated by the arrow character came out of the floor with the result of blocking it and the game.
So I reloaded in 3ds max file geometry.3DS and I scaled the floor walk making it a bit bigger.
I then reloaded the hidden geometry in WME and the character is no longer shifted outside. I also wanted to try to scale back the plan as the origin and nothing has changed, the character finally does not go out from the correct area walk.
These things seem to happen only to me  :) but it's always good to share these strange experiences.

33
Technical forum / Re: 2.5D game and hidden geometry
« on: December 11, 2015, 05:07:53 PM »
Hi! After several tests on many background I can claim to be able to solve the main problems.
But I have a strange behavior of a single background:





As you can see the blue lines represent the hidden geometry that extends to the arrow (I left several triangles because it is so visible).
I then use the option "Find path using 2D elements only" that is the red area and it is smaller than the blue area.
It happens, only in this background and only in this point, the actor leaves the red area and no longer responds to mouse clicks.
This happens naturally because the actor is not within the area warkable 2d but the question is why it comes out?  :-\
I specify that I use dual monitors (three monitors to be exact) and I've read a bug on the dual monitors on the coordinates of the mouse but I do not think there is relation...or yes??

34
Technical forum / Re: 2.5D game and hidden geometry
« on: December 02, 2015, 09:33:22 AM »
This really is a good starting point! Thank you very much.

I offer you a beer  ::beer unfortunately virtual  :)

35
Technical forum / Re: 2.5D game and hidden geometry
« on: December 01, 2015, 10:43:03 PM »
yes, but I'm not asking the hidden geometry to draw itself alone  :) but only if I can use a background already exists to build the hidden geometry ... I think it's possible but I do not know how ... I'll try to ask in a forum 3ds studio

36
Technical forum / Re: 2.5D game and hidden geometry
« on: December 01, 2015, 09:04:59 PM »
Thank you for your accurately answer. I also seen in the manual that the various objects must have a precise name (walk_xxx, blk_xxx, wpt_xxx.
Yes, I think I can say that if I had the hidden geometry ready I should not have problems integrating them into WME.
But ther's a question that I can't answer, today I tried without luck.
Can I import into 3d studio max a background image instead draw it, and build the hidden geometry on imported image? I ask this because I'm (perhaps) a decent programmer but a very bad graphic.
My idea would be to create a good part of the game using pictures of real places and then show it to some good graphic asking if they are interested in participating.
For this reason, at the moment doing everything myself, I need to spend less time as possible in the graphic to treat the full development of the game, his dialogues, his story.

37
Technical forum / 2.5D game and hidden geometry
« on: November 30, 2015, 08:41:28 PM »
Hello everyone, I studied a bit WME and I created some short 2D game. Now I would like to try with the 2.5D (my real goal) but I need some clarification despite having read the manual.
I tried to load the file geometry.3DS of wme_demo_3d in 3D Max just to get an idea, but one thing is not clear to me: if I have a background.png (or jpg) how I must proceed to create its hidden geometry? I have to load my image and build the geometry around it or first create the geometry, and then draw the imagine to overlap? Have you a link to suggest or a short tutorial that explains the first steps?
I just need a little push on this subject that I know a little then I should be able to proceed with my good will  :)

Valter

38
Feature requests, suggestions / End of development?
« on: October 20, 2015, 06:14:34 PM »
Is development of Wintermute finished?  :(

39
Technical forum / Re: AddAttachment and inventory item
« on: October 18, 2015, 12:21:56 PM »
Or maybe I still don't understand what you want to do  :-[

ahem, no, but it's because of my bad English
when I click an itemt is lifted upward by about 40 pixels from the hotspot of the cursor
the mouse cursor is in a certain position and I memorize its coordinates
If you look at the two pictures you will see that the cursor is in two different positions because it depends on where the player has clicked on the item (position may still be different from the two images)





When the items have finished moving I call Game.SelectedItem() and the cursor disappears because of CursorCombined = false
I immediately put the entity with the sprite of the cursor at the coordinates that I had memorized (the cursor visible in the images is not the real cursor but is the entity)
So the player does not notice that the cursor has disappeared and when moving the item on the screen the real cursor is hidden in item but through game_loop.script the entity follows the item and the player has the impression of normally move its cursor
When there is Game.SelectedItem() = null I hide the entity and I put the cursor at the coordinates of the hidden entity
I do all this because using CursorCombined = true I can't define the coordinates to display the cursor, the cursor automatically goes to the hotspot of the item (and even it remains under to item not above).
I tried to change from code the item hotspot to put the visible cursor (CursorCombined = true) at my coordinates but I failed

One more thing, when I move a selected item on another I change the entity from arrow to gear but the entity remains under the item. Also to solve this problem  I read all the help without finding solutions



Thank you for all the time you give to me, I hope that soon I'll help too

40
Technical forum / Re: AddAttachment and inventory item
« on: October 17, 2015, 01:09:06 PM »
Have you thought about using the Item attribute CursorCombined. If I have understood your issue correctly this might work

Yes, I used this command, but what I'm doing is a bit more complicated.
It's difficult for me to explain in a few words because English is not my mother language but practically when I click on an inventory item I must simulate the sprite cursor in the exact position where it was when I selected item. When I move the cursor in SelectedItem the real cursor is hidden from CursorCombined = false and the entity attached simulates the mouse cursor.
I solved the problem of the coordinates and I do all this attacking entity with cursor image and I move it together item through game_loop.script but I think attacking the image directly to the item movement would be smoother.
I would just like to know if I'm wrong or if I can't use AddAttachment() with the cursor.

41
Technical forum / Re: AddAttachment and inventory item
« on: October 17, 2015, 08:23:56 AM »
Sorry, I meant Game.GetCursorObject(), which returns the cursor sprite. Game.GetCursor() returns the filename which is a string.

Very thanks anarchist for your help, but same mistake, Call to undefined method AddAttachment.
Perhaps it is impossible to attack an entity to mouse cursor with AddAttachment() ?
No one has ever had this need?
I searched the forum but I found only the solution to use game_loop...
It would be much better to use AddAttachment().

42
Technical forum / Re: AddAttachment and inventory item
« on: October 16, 2015, 12:22:16 PM »

You have added an item to your inventory with Game.GetItem("bat").


I'm confused, to add an item to the inventory I use Game.Take Item().
With Game.GetItem() I do this:
by the help: Existing items can be queried using the method Game.GetItem
I put the item object in a variable and then I attack it an entity ...
but in this way nothing happens

Quote
Code: WME Script
  1. //I have not tested this code
  2. var cursor = Game.GetCursor();
  3. cursor.AddAttachment ("entities\my_entity\my_entity.entity", false, 0, 0);
  4.  

I had already tried this code but it raises error Call to undefined method AddAttachment.
But if I change cursor with actor working properly.

43
Technical forum / AddAttachment and inventory item
« on: October 15, 2015, 03:11:42 PM »
I can't find a solution for two days, I try to ask you.
Is AddAttachment () usable with inventory items?

If I write:

Code: [Select]
var myItem = Game.GetItem("bat");
var myBool = myItem.AddAttachment ("entities\my_entity\my_entity.entity", false, 0, 0);
// I tried to change the parameters
Game.Msg (myBool);

myBool is true but there is no visible entity attached to the item.
If I use the instruction with molly entity becomes visible.
I need to attach an entity or sprite to object inventory when Game.SelectedItem = true.

At this time I connected entity with the cursor through game_loop.script but I don't like, the entity does not move smoothly.

Do you have any suggestions?

44
Technical forum / Re: Inventory box
« on: October 15, 2015, 09:30:49 AM »
Yes, I am already using this command.
The reason to change inventory box at runtime is because I don't like the inventory with the scroll button and depending on the number of objects contained in the inventory I change the number of rows and I resize width and height.
Thanks anyway, probably to have various forms of inventory is the only way.

45
Technical forum / Re: Inventory box
« on: October 12, 2015, 02:17:05 PM »
Hello, I was looking for a way to avoid creating different inventory window only to have a different value (AREA inventory box).
I had already looked into the guide, unfortunately I could not find a solution.
If I write
win = Game.LoadWindow ("interface \ inventory.window");
winbox = win.GetControl ("Inventory box");
I can't access the property Area (x, y, Width, Height) of winbox.
I've the same problem with the definition file of the sprites, I would change HOTSPOT {x, y} from code but I can't figure out if I can do this and how.
I'm thinking to create file.sprite where I impose hotspot and then reloading it.
I can't seem to access these properties  :(, have you a link with small code?
Thank you

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