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Messages - Mnemonic

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Technical forum / Re: Global region's events handling
« on: July 09, 2017, 01:45:24 PM »
No, there is no global event listener for this. But I believe anarchist's suggestion is a very valid replacement.

General Discussion / Re: Thank you Mnemonic!
« on: May 13, 2017, 09:06:27 AM »
Thank YOU! Glad to hear good ole wme is still being helpful :)

And yes, gamedev is strangely addictive, I know that all too well (working on my own game currently). Good luck with any future projects.

Technical forum / Re: Placing items
« on: March 11, 2017, 10:04:31 AM »
Keep in mind entities don't have to be placed in SceneEdit. You can load entities from file at runtime (from a script). Which is the approach I would use in this case. Of course, it's not as comfortable as using SceneEdit, because you'd need to hardcode the entity positions in the script.

As for your other question, using a separate region entity for interaction when the key is not visible is a good approach, IMO. It makes sense, if the key isn't there, you're not interacting with a key, you're interacting with a keyhole, so a keyhole should have it's own entity/script/interaction logic.

Technical forum / Re: New line character
« on: June 21, 2016, 08:33:21 PM »
You can use ~n for this purpose in scripts.

Bug reports / Re: SceneEdit crash
« on: May 21, 2016, 06:16:42 PM »
It crashes in comctl32.dll, which is a windows component (common controls). I did some googling and people recommend running the consistency check, using the command line command:

Code: [Select]
sfc /scannow

Technical forum / Re: Window Object and Scale Level
« on: March 23, 2016, 02:36:38 PM »
There is a way to make some entity always on top:

1) add a new region to the bottom of all nodes in SceneEdit, name it e.g. "topmost".
2) attach your entity permanently to this region: someEntity.StickToRegion("topmost");

Of course, you'd have to create this "topmost" region in every scene, but it could be automated by a script that would automatically add said region everytime a scene is loaded.

Technical forum / Re: SceneEdit and its windows
« on: March 20, 2016, 01:58:22 PM »
Try double-clicking the window caption, that should re-dock it.

Technical forum / Re: Strange artifact on scaled png
« on: March 05, 2016, 01:07:52 PM »
There's actually quite a simple workaround - leave a few empty pixels around your image (actually one pixel should be enough). Because those artifacts are actually the black pixels from the other side of the image bleeding in (don't aks me why, it's related to how the 3D hardware treats the textures).

I tested it on your project, and it fixes the problem.

WME Lite / Re: WME lite crash report support
« on: March 03, 2016, 09:02:53 PM »
From what I understand, the compiler complains about the main function creating the Game object.
I did a quick test and something like this compiles (not an actual code):

main ->
CAdGame* game = new AdGame;
delete Game;

platform ->
   __except (Platform::HandleCrashReport())


So basically the idea is to move any object creation outside the function that contains __try.

Game announcements / Re: Shadow Of Nebula
« on: March 01, 2016, 07:04:45 PM »
Congratulations, guys!  ::rock

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: January 20, 2016, 08:30:35 PM »
OMG, I wouldn't think something like that was possible. Extremely impressive ::rock

Yes, enable logging and show us the log.
Also a dxdiag log would be helpful.

Game announcements / Re: I must kill...: FRESH MEAT (GREENLIGHT)
« on: October 26, 2015, 07:11:14 PM »
 ::thumbup ::rock

Technical forum / Re: COMPATIBILITY WITH WINDOWS 8.1 AND 10
« on: October 23, 2015, 05:57:49 PM »
Yes, WME games work flawlessly in Windows 8.1 and Windows 10.

Technical forum / Re: Is it possible?
« on: September 24, 2015, 09:34:45 PM »
I'm not sure I understand, can you tell us what the entities are supposed to represent?

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