Please login or register.

Login with username, password and session length
Advanced search  


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

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.

Messages - Stucki

Pages: 1 [2] 3 4 ... 22
Technical forum / Re: I need brave testers with wide screens
« on: July 18, 2008, 08:54:10 PM »
Here i am brave tester !!
chess worlds is working fine (1280 *800)

just two things ...

it starts on my secondary monitor ...
and the mouse can get off screen .. that meens behind the top and bottom bar ... could this be avoided ?

but this is a very cool feature wich will make it so much easier for us !
thanks very much for the work !!

i have to think about adding a god like creature to our game and call it mneomnic ! by the way ... would you like it to become part of chess-worlds population ?

so no i dare to take a bath , brave tester that i am ...

Technical forum / Re: particles following mouse
« on: July 13, 2008, 10:11:32 AM »
aaahh thats the point ! now i got it working !!
thanks very much for helping me out again !

Technical forum / Re: particles following mouse
« on: July 13, 2008, 08:52:18 AM »
okay i start to see ...

what i am not sure of is how and where to adress the entity .

now i have a window named "mouse" with an entity container named "particles" in which i have an entity named "emitter" which has my particle script assigned ( all done in the windows editor )

how do i adress the entity "emitter" from game.script to call the method declared in the particle script ?

var particlewindow = Game.LoadWindow("entities\mouse.window");
var test= particlewindow.GetControl ("emitter");
test.MakeSchachfelder ();

doesent work

09:55: Runtime error. Script 'scripts\game.script', line 27
09:55:   Call to undefined method 'MakeSchachfelder'. Ignored.

what am i doing wrong ?

Technical forum / Re: particles following mouse
« on: July 12, 2008, 04:46:08 PM »
thanks for the tip !
i have come so far ...

now i got the window named "mouse" with an entity container named "particles".

the window has a while(true) script that checks the mouse position and gives it to the window.

the entity container has the particle script with the method attached.

the window is loaded in the game.script.

i have given the window a text to test it and everythings works well. the text keeps the position of my mouse ...

how and where do i adress the entity container and do i call the method ?

Technical forum / particles following mouse
« on: July 12, 2008, 09:27:19 AM »
Hello again.
After a vacation in france, i cant wait to get back to Schach-Welten ...
so here i go with another question. I hope this wasnt asked before, but i didnt get any matching result searching the forum.

Is it possible to have particles following the mouse. Not in a special scene, but in the whole game ?
i know how to make particle effects and how to insert them in scenes ? i think this effect should be added in the game.script ?
How can i achieve this ?

Any help would be very welcome !


General Discussion / Re: GCDC in Leipzig
« on: June 18, 2008, 06:28:00 PM »
i am not sure yet ...
i am on the R.E.M Concert on Wednesday 20.08 at the Loreley, so it wont be easy ... but i am still thinking about it ...

Technical forum / Re: regions in other layers (not main)
« on: May 09, 2008, 11:19:48 AM »
... still curious ..

Technical forum / Re: some stencil shadow artifacts
« on: May 07, 2008, 03:45:01 PM »
thanks very much it helped !!
best regards

Technical forum / some stencil shadow artifacts
« on: May 07, 2008, 07:24:35 AM »
i am experiencing some stencil shadow artifacts in one of my scenes.
this happens when i have no complete walk_floor that covers the whole ground.

in this scene i have only some boards with many gaps between them as walk_floor.
it seems that parts of the shadow are projekted to some plane beneath my walk_floor. But there is no 3d object i created there ?
i have experienced this behaviour in other scenes, too.

here are some screens:
the 3ds-file:



as you can see the strange artifacts only appear between the 3ds geometry. when there is no ground to projekt the shadow onto.
Does anybody know why these shadow artifacts appear? and would the game run even faster if these artifacts could be turned off somehow?


Technical forum / regions in other layers (not main)
« on: May 05, 2008, 10:51:07 PM »
Hi i have come to another question.
i have three layers each containing grafiks for the scene. and each is different in its size for scrolling.
now i want to have a sky actor working behind all entities in the bottom layer.
right now i can only create regions (not the green ones) in the main layer.

why cant i create a region in the bottem layer for my sky aytor.?  Would it be possible to change this ?

Game announcements / Re: Looking for German speaking beta-testers ..
« on: April 23, 2008, 05:34:10 PM »
wenn ich es in meine Zeit reinbekomme würde ich auch gerne testen !!

Feature requests, suggestions / Re: Flash Support
« on: April 23, 2008, 07:28:59 AM »
i see another benefit that comes with flash. the possibility of masking !! this is really a very powerful feature !
i did the flash request myself long time ago just for this feature.
i would really love to have masking in wme ....

Bug reports / Re: Strange Graphic Glitch with Texture Alpha Channel
« on: March 28, 2008, 09:14:32 PM »
i have the same problem with my chars.
i am using stencil shadows .. maybe its because of shadow casting.....

General Discussion / Re: HAPPY BIRTHDAY odnorf!
« on: March 26, 2008, 12:08:46 PM »
Happy birthday from germany !  O0 ::rock O0

Technical forum / Re: WME_particles query
« on: March 26, 2008, 09:04:09 AM »
sorry if i mislead you .. but i meant the green region entity. this is even better than the yellow sprite entity becuase you can set it as a mask for the particles. just adjust its borders in sceneedit and
set the .UseRegion attribute to true.

Pages: 1 [2] 3 4 ... 22

Page created in 0.022 seconds with 18 queries.