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Messages - Darky

Pages: 1 2 3 [4] 5 6 ... 8
46
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

47
Community bulletin board / Re: Happy Birthday Mnemonic!
« on: June 23, 2010, 12:11:31 AM »
HAPPY BIRTHDAY!  ::rock ::beer

It's another year already? I wish you all the best for many more years to come no matter how sudden that happens!
Thank you for the great engine, too :)

48
You saved my day, Mnemonic. Works like a charm!
I can't thank you enough :)

49
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

50
Technical forum / Re: UTF-8 removes Special Characters
« on: April 17, 2010, 01:26:44 PM »
I tried it with my own game too and after saving all my string tables with BOM i had no more trouble with the Umlauts in UTF-8 either. So it should work, theflash :) Thanks Mnemonic for the hint.

51
Scripts, plugins, utilities, goodies / Re: Rain particle effects
« on: April 13, 2010, 04:51:30 PM »
Very nice, might be useful sometime for me :)

52
Technical forum / Re: Load .entity file into scene
« on: March 12, 2010, 04:21:22 PM »
I'm still puzzled over this. I don't think everyone uses actors for the talking things or do you? So if not, how do you guys load your entity so that it is not stuck behind the other layers?

53
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.  

54
Community bulletin board / Re: What do you hate about WME?
« on: January 16, 2010, 05:49:55 AM »
I'm working on a new scene right now and got some more stuff I kind of hate and would like in WME2:

1. Direct Placement of actual .entity objects in SceneEdit without loading them over script
2. Ability to scale and rotate objects within the tools, especially SceneEdit

Also I'd like to mention I didn't read all follow-up posts but I agree with most of the points of others as well (like Zoom-Function for SceneEdit, etc.)

Late-Late Afteredit: I hate that I can't select multiple items in SceneEdit. I wanted to move a few items at once around to a new location incl. a region entity, but it's not possible :(

55
Community bulletin board / Re: What do you hate about WME?
« on: January 11, 2010, 04:15:53 AM »
1. I hate that you can't see the red areas of every element in WindowEdit. It would be helpful to see those to prevent overlaps easily, so when you manipulate an area (scaling, moving, whatever) you see where the boundaries of the other elements are. It sucks to manually select every item just to see all of that and then loose the view again once you focus on one element.

2. More possibilities with arrays. I don't remember what I needed it for but there was a situation where I wished to define my own array keys and their values like this: var Array = new Array("mykey" => "myvalue", "secondkey" => "anothervalue");

3. I was meaning to say multi-dimensional arrays might be valuable too, but I don't know how flexible that would be compared to the traditional way of "MyVar.MyProperty" so just treat that as a regular suggestion. I just learned to love it via PHP and that kind of sticks with you as a habit, but I really don't know if its usable / useful for WME at all.


I know there were other things, but it's late and I can't remember right now. So that's just what comes to mind, if I encounter anything actually upsetting again I'll repost ;)

56
Technical forum / Re: WME 1.9.1 (Kinjal Edition, v1.6)
« on: January 07, 2010, 01:01:51 PM »
Oh  :D Thanks Mnemonic, that works fine.
@Kinjal: You won't need to implement that part of my requests then.

57
Technical forum / Re: WME 1.9.1 (Kinjal Edition, v1.6)
« on: January 07, 2010, 04:52:29 AM »
Quote
the return being either "windowed", "fullscreen" or "fullscreen2".
Just true/false as a result is not enough?
For example: if (Game.IsWindowed) { SetWindowedMode(false); }...
Yes, something like Game.IsWindowed and Game.IsFullscreen would be great. The booleans are good, I'm just trying to correctly determine what boolean it should use when using the first time (default condition of a switch) in whatever mode the player had initially.

-----------------------------

EDIT: By the way, is it possible to save what Window Mode was selected so on next game start it chooses that setting? It should reflect in the WME Settings Box as well. Example: You start the game in windowed mode, change it to fullscreen from ingame, quit the game and next time you start it it will be in fullscreen again because it remembered what the state was. If you choose to open the Settings Box instead of starting the game, you see that Windowed is unchecked as well. Is that possible?

I believe some WME functions like the Audio Functions are saving their set value permanently, too, once they are called. For instance Game.SetGlobalMusicVolume(int), Game.SetGlobalSFXVolume(int), etc. and thats a convenient help for easily building Option Menus. It probably does it via Registry, but I havn't gotten around to that part of WME yet

Thank you for your efforts :)

58
Technical forum / Re: WME 1.9.1 (Kinjal Edition, v1.6)
« on: January 07, 2010, 12:37:37 AM »
Okay, maybe I am overlooking something, but regardless...
I tried the SetWindowedMode function of your Release. What really lacks is a way to query what window mode the game was started upon in the first place, otherwise it's relatively useless because without querying that it's hard to predict which boolean to pick for the function, leading to unexpected behavior. So I'd like some way to query what display mode the game was started with, the return being either "windowed", "fullscreen" or "fullscreen2". fullscreen2 refering to Fullscreen with the "Use desktop resolution" checked. Speaking of which:

If you use fullscreen with "Use desktop resolution" enabled and then change to windowed, the resulting window will be as large as the desktop resolution. It makes sense as that’s what the desktop resolution feature does, but your function would be a lot better if the window would reset to the size of the games default resolution when calling the function under these circumstances. So if possible it would be nice if you can change that.

59
Technical forum / Re: Images for Savegames stay like on the first page
« on: November 07, 2009, 05:46:29 PM »
Problem solved, thanks to Mnemonic,

I had to replace the line
var SlotButton = this.GetControl(i+1);

with

var SlotButton = this.GetControl(ToString(i+1));


Quote from: Mnemonic
<Mnemonic> Change the line to: var SlotButton = this.GetControl(ToString(i+1));
<Mnemonic> GetControl can either get a number (index of a control) or a string (name of a control).
<Mnemonic> Right now if you send it 1, it assumes you want the first control, not a control named "1".
<Mnemonic> In WME demo it works, because the buttons are incidentally at the same index as their name.

60
Technical forum / Re: Images for Savegames stay like on the first page
« on: November 07, 2009, 01:48:22 PM »
A new bug came up, I changed the mechanics a bit but now every button that has no savegame will not be disabled for some reason:



I have uploaded a Repro Project to check it out and experiment with:
Download the Repro Project

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