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Messages - jimm84

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16
Thank you both! I will have a tinker, I was wandering is there a place in this forum that has more tuts of commonly used snippets of code? I have found a handful in the resource but it ends there really...

17
Technical forum / Script initiates extending the floor after an event
« on: April 07, 2013, 09:08:01 PM »
Figured I should start a new thread. I'm playing with script becoming more familiar with WME work area...

Now for the thing I would not have a clue how to do. Imagine a pit and you can only stand on one side. You trigger an event and the bridge comes down and then I want the character to be able to step across bridge and exit the room.

So... can't step across the room. interact, cause bridge to come down and then you can step across.

Would a solution be to stop the character from moving in the init script or something similar (the floor is present the whole time) and once the event of the bridge has happened the character can move?

Thanks, :)

18
Technical forum / Re: New to WME scripting
« on: April 07, 2013, 08:54:42 PM »
Hello, I have been having a crack with setting up the if condition in the start of the Scene_init, think it will take quite a bit of getting my head round as I was getting a scene script error .... sigh... With my boulder I have used a 'play' and 'pause' function with my boulder anim do how do you make a sprite anim jump to certain frame? sorry, i'm new to WME

Thanks,

19
Technical forum / Re: New to WME scripting
« on: April 02, 2013, 11:08:09 PM »
Thank you

Excellent! I will have to put that into practice! it seams to make sense to me, thanks.

Another question.
I was wandering how to go about making an item from your in work with scene object?

Example, select stone > throw stone at wall (plays animation), wall caves in, object vanishes from inventory.
You can then move into a new walkable area?

;-) any pointers?

20
Technical forum / Re: New to WME scripting
« on: March 12, 2013, 11:57:57 PM »
Hello, thank you you Ciberspace. That tells me where - So how would I place my "interacted with" code in there? would  it need to say...

if boulder fell, then stay fallen on last animated frame of sprite - if not then stay as original.

and if condition of sorts.

Regards, :)

21
Technical forum / Re: New to WME scripting
« on: March 10, 2013, 07:38:53 PM »
Thank you both, I'm becoming a bit more familiar with it now! So exciting. I've made a boulder play when clicked... and freeze when finished. The boulder becomes an island basically, but now... how do I get the scene to remember that the boulder has been interacted with?

When the character leaves the room and comes back everything returns to its original state?

Thanks all, :D

22
Technical forum / Re: New to WME scripting
« on: March 07, 2013, 01:59:17 PM »
Hello again, no worries. I had a tinker yesterday with getting an animation to start and stop which worked well when clicked... but not quite how I needed. :) I will have another look over the next few days, I'm working with flat 2d sprites.

I was wandering with the Play(); etc what can be placed in the brackets? frame number?

When you say entity, do you mean in the scene editor?

Thanks for the snippet.
 :)

23
Technical forum / Re: New to WME scripting
« on: March 06, 2013, 12:43:34 PM »
Cheers for that! I'm being a nightmare, I had a go at using your script yesterday and I could not get the animation to stop. After a while I even tried "this.Pause;" when the object is left clicked / taken to try and stop a looping animation. This was attached to the object in the scene. 

When I was trying the script no errors were returned... it just did'nt work. Bit stumped, any clues?

Cheers,

24
Technical forum / Re: New to WME scripting
« on: March 04, 2013, 02:18:14 PM »
Thanks a Appaul, I will have a go at applying this over the next few days.

I was wandering with the "firstframe" is labeling the event/function, or are your labeling the object for other pieces of script to reference to? .. if that makes sense.

Regards,  :)

25
Technical forum / Re: New to WME scripting
« on: March 01, 2013, 10:40:18 PM »
Hello all, I'm starting to get my teeth sunk into the scripting stages and was wandering if someone could point me in the right direction, I know ... I'm new! :-) Here goes.

I have a boulder sprite animation that crashes down from a ceiling. The animation plays the moment the screen loads, I would like the animation to freeze on the on the first frame of the animation until ... the boulder is triggered. I keep making references to as2 but it's not.

So...

Animation is paused - then triggered (left click, keep it simple) - and then the animation stays on the ground (last frame)
Thanks for your help. Would I be able to find snippets of code in the resource that could show me how to do simple interactive animation like this? I find it easier to learn by reverse engineering things, ok, breaking things!

Thanks for your help and support! :-)

26
Technical forum / Re: Invalid Images with PNG
« on: February 24, 2013, 03:37:14 PM »
Hello good members! I think I have amended it somehow but without really knowing why!  ::rock

I went about by : when setting up a new sprite, just locating the folder in 'sprites' and not setting it up in 'sprites/foldername' I found this a bit confusing it must be said.

I was also wandering, when in the project manager and you see the little sprite icon on the certain sprite folders and not others, what does this mean? - show me your wisdom!!!! (he screams from the jagged cliffs upon the stormy shores) :-) 

Thanks 

27
Technical forum / Re: Invalid Images with PNG
« on: February 21, 2013, 11:16:30 PM »
Thank you both! I wandered if it was path issues... or something along those lines. I will have to have a look when I get a minute.
I have placed it in the 'sprites' folder. I was wandering, once you have compiled a sprite, do you need all the pngs (outputted frames from another program) in the same folder as the sprite?

Basically those pngs are elements from which the sprite is created - does the sprite itself need to call those files in the same folder the sprite itself is located?

Thanks,

28
Technical forum / Invalid Images with PNG
« on: February 21, 2013, 12:13:35 AM »
Hello, sanity check. I have outputted a png sequence ( a water drop ) with a slight opacity and it keeps giving me an "invalid image" error when i go into level edit.

All appears to be fine in the sprite maker and I have used other pngs to make sprites elsewhere - they work. Could anyone give me any clues as to what I could be missing..? is it the opacity of the waterdrop within the PNG causing this issue or is something else?

thanks for your help.

Thanks, :P

29
Technical forum / Re: New to WME scripting
« on: February 18, 2013, 11:28:32 PM »
Thanks Jose, that makes sense. like a said it reminds me of actionscript for flash. :-)

30
Technical forum / Re: New to WME scripting
« on: February 03, 2013, 11:38:30 AM »
Hello, Thanks :-) Which one of those methods would resemble an action> next frame of sprite animation or sub frame?. like a button click.

Cheers,  ;D

P.S is is straight forward to see how many scripts you have attached to an object/sprite?

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