Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

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.

Topics - Darky

Pages: [1] 2
1
Software and games / Captain Disaster
« on: June 25, 2012, 06:42:01 PM »
Hey guys! I'm obviously a fan of funny and strange space themed games (or I wouldn't have made one myself), so I thought I'd mention another small upcoming Indie sci-fi comedy space game here that recently came to my attention. I'm not involved in it, but it's definitely right up my alley and I'm very curious as to where it is going.

The game is called "Captain Disaster" and is - as the title suggests - about a guy who probably should never have been put anywhere near the captains seat. It's made on AGS and will apparently be a commercial game. Behind the game is a small team of new british Indies who call themselves "Team Disaster".

There's not much known about the story at this point, but there's a video and some screenshots that show some promising humor involved in the project.

Video: http://www.youtube.com/watch?v=ehgaxIVuBIk



More Links:
Developer Blog

I'm definitely going to keep an eye on it :)

2
Technical forum / Paused Running Scripts slow down?
« on: September 16, 2011, 12:33:38 AM »
In my game I'm experiencing a issue where it slows down a lot over time. It eventually becomes downright unplayable with extremely low FPS. At later points in the game on some extreme usage cases it takes several minutes to load the save game. My first instinct is that it's a running script issue, but I'm not quiet sure what really is going wrong. I look at the debugger and I don't see a particular script really standing out. Maybe I just don't know how to read it properly?

When I load one of those save games that are heavily affected, I can read:
Running scripts: 881 (r:11 w:1 p:869)

From what I read on a similar topic in the past, paused scripts should not interfere.

I tried to find something that gets loaded over and over, but I could not find such a thing. Am I missing something?

I'm really unsure what I should try to do or what might be the problem. What should I look out for, especially in terms of "suspicious behavior" in the Debugging Console?

Thank you

3
I'm experiencing some strange behavior with the WME save thumbnails.

For example I made a map so that the player can navigate elsewhere instantly. It is a window object and overlayed sometimes as a dedicated map scene, but most of the time it's an overlay to the current scene so that when the player changed his mind he can revert back to the current scene and continue where he was. I do allow making savegames while on that map screen but this is what happens:
- On the dedicated map scene, the thumbnail is just a black screen (because there is nothing in the scene except the open window)
- On other scenes, the thumbnail shows the actual real scene the player is at and not the overlayed window object

For a while I thought WME just can't make thumbnails of window objects, but then I noticed if the player has the Inventory open while going to the save screen, the Inventory shows up on the thumbnail. With the Inventory it's exactly the opposite I want: I want it to be omitted from being screened and not show up in the thumbnail.

This all seems to act very random so I'm not sure what I can do to fix this. Are there some type of conditions that make some window objects show up and hide others? How can I control it, exactly?

Thank you

4
Game announcements / Space Madness (RELEASED)
« on: March 11, 2011, 12:18:14 AM »
Space Madness
Released: 30 Jul 2011 | Languages: English, German | Genre: Adventure, Casual, Comedy, Indie



I have been more or less quietly working 14 month on this so far and I think it's time to finally announce my first little game to the public :)
Space Madness is a small comedic adventure game. Professor Marty, a mad scientist aboard the spaceship U.S.S. Serling, attempts to clone himself but every experiment he conducts fails. The last experiment gave birth to a rectangle-shaped yellow mutant named "Ed", who quickly got disposed of through the garbage disposal aboard the spaceship. Ed survives the crash on an desert planet where he meets many more mutants and finds out that Professor Marty’s experiments are a threat to the entire universe.

It depends now on you to stop the experiments and save the universe from certain annihalation!

Space Madness has been designed with ease in mind. It is supposed to be a small game that you can just turn on (for example in your break) and get entertained by, and when you got enough, you come back later for some more madness.

The game is now commercially available for a low price on WINDOWS platforms starting with Windows 98. It is DRM Free and includes English and German Language (Text only)

For Screenshots, Video, Feature List, Purchase Options and other info please visit the product page linked below.

Additional Links
- Spreadcamp.com Developer Website
- Space Madness Product Page

Feel free to leave me your Feedback!

5
Maybe this is a bug. I made a imitation of a Computer Desktop through a Window that has lots of Nested Windows for different Areas. To control it I made a Taskbar with a Startmenu that is also a nested window and I tried to set the Startmenu Window Property "Menu" to true in order to hide the Startmenu again if the User clicks somewhere else on the Fake-Computer Screen.

Unfortunately I noticed once I did that, all other elements in the Parent Window stopped working alltogether. Doesn't matter if its another nested window or just a button in the parent window, they all just don't accept any Mouse Input anymore except in the Startmenu Window that has "Menu" to true. If I click outside the Startmenu to make it disappear those other elements still don't accept Inputs.

Is this Intentional Behavior or a Bug?

I don't necessarily require a solution (how's that for a change!), I'd just like to know if this has another cause than a potential screwup on my side ;)

6
Technical forum / How exactly does Copy File work?
« on: August 13, 2010, 12:06:51 AM »
Hi again,

I decided to put some unlockable extras into my game and now I'm not sure how I can access and copy those specific segments to a folder of my choice. I read that the safest bet is to use the savegame folder because it's supposed to be always writable. That's fine with me. So here is the code I tried as a test:

Code: WME Script
  1. var Bonus = new File("extras/test.png");
  2. Bonus.Close();
  3.  

And that did not work. Then I tried to specifiy a filename as well with
Code: WME Script
  1. Bonus.Copy(Game.SaveDirectory + "\Extra01_test.png");
  2.  

But it did not work either. I also tried to see what it returns by putting it into Game.Msg(); and it always returned false.

Where do I do wrong?

Thanks in advance

7
Technical forum / Scan for Savegames and pick the newest
« on: August 07, 2010, 12:33:16 AM »
I'm implementing a "Resume Game" button to my startmenu when you launch the game. It's disabled if there are no savegames present, and if there are savegames present it is active and is supposed to load the latest savegame automaticly on click.

I so far worked around reading if there are save games present. But how can I approach that it finds out which of the savegames is the latest and loads that? WME has a File Object and I thought that would come in handy, but I couldn't find out how or if at all you can read the Date attribute of the files with that.

What solution is there for this problem?

How I read if there are save games:
Code: WME Script
  1. var SaveGamePresent;
  2.  
  3. for(var i=0; i<101; i=i+1) // 101 is my amount of save slots
  4. {
  5.         // set to true and break loop the moment a savegame is found
  6.         if(Game.IsSaveSlotUsed(i))
  7.         {
  8.                 SaveGamePresent = true;
  9.                 break;
  10.         } else SaveGamePresent = false;
  11. }
  12.  
  13. // activate the button if there are no savegames, disable it if there are none
  14. var button;
  15. button = WinMainMenu.GetControl("resume");
  16. if(SaveGamePresent) button.Disabled = false;
  17. else button.Disabled = true;
  18.  

Thanks alot
Darky

8
Technical forum / How to convert a number to have just two decimals?
« on: August 04, 2010, 02:27:51 PM »
I'm trying a conversion to percentage but there are too many decimals on the result like 55.500000

Code: Text
  1. var MaxScore = 1000;
  2. var ScoreTemp = 555;
  3. var ScoreCalc = (ScoreTemp / MaxScore) * 100; // returns 55.500000
  4. //ScoreCalc = ToInt(ScoreCalc); // returns 55
  5.  

How can I change it to be just 55.50 ?

Thanks

9
Technical forum / What Bitmap Font Generators do you use?
« on: June 28, 2010, 06:21:55 PM »
Hello everyone, I'd be interested in knowing what other WME Developers use to generate their Bitmap Fonts - if any of you use it at all that is. I'm desperately trying to get a fine bitmap font working but I'm not having much luck with the editors for those reasons:

- One generator from the documentation is dead
- The other one from the documentation has a bad alpha channel making it impossible to edit the export properly in a graphics program
- Many other editors don't have grid options for the 32x32 grid WME seems to require
- On some I really couldn't properly select any character sets, I actually just want the proper Latin range I need for WME to support Umlauts as well, and not just a few wrong letters without option to select more...
- They don't support TGA or PNG exports (a must have for me, I need to edit it and give it fine outlines)
- Some wouldn't support any smoothing like Anti-Alias at all

So, I've been through a great variety of Bitmap Font Generators now without much progress. Thats why I'd like to know what you guys use?? Maybe there is one fine generator after all that saves the hazzle of creating it COMPLETELY manually ...

Thank you so much
Darky

10
Technical forum / Stop Item from interacting with Inventory Buttons
« on: June 17, 2010, 04:27:57 PM »
Hello everyone, I have a problem with my inventory. I hope it's not a engine limitation I stumbled upon :)

When I take an item out of the inventory and try to leftclick buttons like next, prev, etc from the inventory it presses the button as it should but it also trys to make an interaction with the item. Because of that everytime I click for example "next" while having an item it would scroll but my main character would also say things like "I can't do that." - how can I fix that??

Thank you very much in advance
Darky

11
Technical forum / Load .entity file into scene
« on: March 07, 2010, 07:52:43 PM »
I want to load a .entity file into my scene but I need it to be in front of some other sprites and yet behind others as well. So I want something like:
- Layer 1 from Scene Edit
- Layer 2 from Scene Edit, the Entity I wanna load gets into here
- Layer 3 from Scene Edit

But I don't quiet figure it out how to load it that way. I need it because the entity has to be able to talk in a font of my choosing and I want to include other entitys who talk in a similiar fashion as well.

Here is a bit I tried but did not work:
Code: Text
  1. var FisherLayer = Scene.GetLayer("fisher");
  2. global Fisher = FisherLayer.AddEntity("entities/fisher1/fisher1.entity");
  3. Fisher.SkipTo(793, 484);
  4. Fisher.Scale = 100;
  5.  

12
Technical forum / Images for Savegames stay like on the first page
« on: November 06, 2009, 10:35:04 PM »
I'm trying to implement images for the savegames in my game, and it ALMOST works already. The problem is, when I click the down button to go to the next page, then the images stay as they were and it doesnt show the appropriate images for this saveslot. This is the code of the SetState function, I highlighted the new lines by using a comment:

Code: WME Script
  1. function SetState()
  2. {
  3.   var BtnUp = this.GetControl("up");
  4.   var BtnDown = this.GetControl("down");
  5.   var BtnLoad = this.GetControl("load");
  6.  
  7.   BtnUp.Disabled = (ScrollOffset <= 0);
  8.   BtnDown.Disabled = (ScrollOffset+NumSlotButtons >= NumSavegames);
  9.   BtnLoad.Disabled = (SelectedSlot < 0);
  10.  
  11.   for(var i=0; i<NumSlotButtons; i=i+1)
  12.   {
  13.     var SaveSlot = ScrollOffset + i;
  14.     var SlotButton = this.GetControl(i+1);
  15.  
  16.         // this is new
  17.         var NewThumb = this.GetControl("pic" + SaveSlot);
  18.  
  19.     SlotButton.Pressed = (SaveSlot==SelectedSlot);
  20.     SlotButton.Text = SaveSlot;
  21.     if(Game.IsSaveSlotUsed(SaveSlot))
  22.     {
  23.       SlotButton.Text = SaveSlot+1 +". "+Game.GetSaveSlotDescription(SaveSlot);
  24.       SlotButton.Disabled = false;
  25.  
  26.         // this is new
  27.         NewThumb.SetImage("savegame:" + SaveSlot);
  28.     }
  29.     else
  30.     {
  31.       SlotButton.Text = SaveSlot+1 +". ---";
  32.       SlotButton.Disabled = true;
  33.  
  34.         // this is new
  35.         NewThumb.SetImage(null);
  36.     }
  37.   }
  38.  
  39. }
  40.  

13
Technical forum / Language String doesnt work?
« on: October 24, 2009, 06:15:19 PM »
I wanted to do multiple messages on the quit window for when the user quits the game. I therefore named the message field in quit.window "quitmsg"
Then in quit.script I wrote:

Code: WME Script
  1. // set a random quit text every time
  2. var QuitMsg = new Array();
  3. QuitMsg[0] = "/QUIT0001/Testtext 1";
  4. QuitMsg[1] = "/QUIT0002/Testtext 2";
  5. QuitMsg[2] = "/QUIT0003/Testtext 3";
  6. QuitMsg[3] = "/QUIT0004/Testtext 4";
  7. QuitMsg[4] = "/QUIT0005/Testtext 5";
  8.  
  9. // get control over the quit text to insert the random new one
  10. var QuitText = this.GetControl("quitmsg");
  11. QuitText.Text = QuitMsg[ Random(0, 4) ];
  12.  

The corresponding messages are also in string.tab

It indeed displays the texts in the window now but only the texts I defined in the array, for example: /QUIT0005/Testtext 5
So it displays just what I have in the array. I even changed the texts from the string table and it just ignores it.

What goes wrong?

14
Fixed / (Resolved)WindowEdit crashes with new WME Version 1.8.11
« on: September 04, 2009, 03:05:26 PM »
Edit: It has been resolved, please see Mnemonic's follow-up post for help. Thanks :)

Everytime I try to use the WindowEdit in the new WME Version (1.8.11) it crashes and is therefore unusable. I tried to reinstall the new WME but that didn't help. The Problem occurs with any .window file, including those from the Demo Project.

Screenshot:
http://img525.imageshack.us/img525/1083/wmeerror.jpg

The full error text (sorry, there is some German due to the OS included):
Quote
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.IO.FileLoadException: Die Datei oder Assembly "DeadCode.WME.Core, Version=1.8.11.21984, Culture=neutral, PublicKeyToken=null" oder eine Abhängigkeit davon wurde nicht gefunden. Diese Anwendung konnte nicht gestartet werden, da die Side-by-Side-Konfiguration ungültig ist. Weitere Informationen finden Sie im Anwendungsereignisprotokoll. (Ausnahme von HRESULT: 0x800736B1)
Dateiname: "DeadCode.WME.Core, Version=1.8.11.21984, Culture=neutral, PublicKeyToken=null" ---> System.Runtime.InteropServices.COMException (0x800736B1): Diese Anwendung konnte nicht gestartet werden, da die Side-by-Side-Konfiguration ungültig ist. Weitere Informationen finden Sie im Anwendungsereignisprotokoll. (Ausnahme von HRESULT: 0x800736B1)
   bei DeadCode.WME.Controls.WmeCanvas.OnPaintBackground(PaintEventArgs e)
   bei System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   bei System.Windows.Forms.Control.WmEraseBkgnd(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.UserControl.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)




************** Geladene Assemblys **************
mscorlib
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3074 (QFE.050727-3000).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
WindowEdit
    Assembly-Version: 1.8.11.22019.
    Win32-Version: 1.8.11.0.
    CodeBase: file:///C:/Program%20Files/WME%20DevKit/WindowEdit.exe.
----------------------------------------
System.Windows.Forms
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3053 (netfxsp.050727-3000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3053 (netfxsp.050727-3000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3053 (netfxsp.050727-3000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
DeadCode.WME.Global
    Assembly-Version: 1.8.11.22003.
    Win32-Version: 1.8.11.0.
    CodeBase: file:///C:/Program%20Files/WME%20DevKit/DeadCode.WME.Global.DLL.
----------------------------------------
DeadCode.WME.Controls
    Assembly-Version: 1.8.11.22013.
    Win32-Version: 1.8.11.0.
    CodeBase: file:///C:/Program%20Files/WME%20DevKit/DeadCode.WME.Controls.DLL.
----------------------------------------
System.Windows.Forms.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3053 (netfxsp.050727-3000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
System.Drawing.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3053 (netfxsp.050727-3000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing.resources/2.0.0.0_de_b03f5f7f11d50a3a/System.Drawing.resources.dll.
----------------------------------------
System.Xml
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3074 (QFE.050727-3000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3074 (QFE.050727-3000).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.

15
Technical forum / Item Interactions don't work as expected
« on: August 22, 2009, 04:44:25 PM »
Hello, I am now scripting item combinations and I ran into several problems. When I want to do:

Code: WME Script
  1. on "wired_battery"
  2. {
  3.         Game.Interactive = false;
  4.         actor.Talk("If I attach the battery to the solar panels I may be able to charge it.", "");
  5.         Game.Interactive = true;
  6.        
  7.         Game.TakeItem("solar_battery");
  8.         Game.DeleteItem("solar_panels");
  9.         Game.DeleteItem("wired_battery");
  10.        
  11.         Game.Interactive = false;
  12.         actor.Talk("Fits nicely. It should charge up anytime now...", "");
  13.         Game.Interactive = true;
  14. }
  15.  

What happens here: The Actor Talks the first line, then he gets the item solar_battery
But the deletion of the items does not work and he wont say the second line.

Then I tried this:


Code: WME Script
  1. on "wired_battery"
  2. {
  3.         Game.Interactive = false;
  4.         actor.Talk("If I attach the battery to the solar panels I may be able to charge it.", "");
  5.        
  6.         Game.TakeItem("solar_battery");
  7.         Game.DeleteItem("solar_panels");
  8.         Game.DeleteItem("wired_battery");
  9.  
  10.         actor.Talk("Fits nicely. It should charge up anytime now...", "");
  11.         Game.Interactive = true;
  12. }
  13.  

In this case the actor says his first line, and then the game is stuck with the wait cursor and nothing else happens (no item or second talk line or anything).


When I code it without the Game.Interactive lines then it works fine but of course only if you don't skip any lines. If you skip a line, the player wont get the items or the delete of the specified items will be only partial.


How exactly do you code it properly and what is my mistake?

Pages: [1] 2

Page created in 0.104 seconds with 52 queries.