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Messages - valter.home

Pages: 1 [2] 3 4
Technical forum / Re: Strange artifact on scaled png
« on: March 02, 2016, 10:14:45 PM »
Have you tried to launch your game on another PC? Those lines seem caused by the video card, or eventually its driver.
Another test I would do, temporarily try changing sprites, with and without subframes.
This to figure out if it is my problem or a small bug.


Technical forum / Re: 3d character hiding
« on: February 21, 2016, 07:32:59 PM »
Ok, I have solved the alternative, I created a second low poly character from the main character without texture so that it is invisible and when necessary I replace the main character with it.
But I would be able to use my first idea, make transparent character slowly ...

Technical forum / 3d character hiding
« on: February 21, 2016, 04:36:52 PM »
Hello, is a bit of time that I'm trying but with no luck.
I would like to get this behavior:
When I make double click the character should slowly become transparent and reappear in the click position returning it always visible slowly. The property Alpha Color has no effect.
Any suggestions?

I would have also found an alternative but in this case I can not use actor.Active = false because the function is needed (DirectWalkBack) does not work if the character is not active. For example for my use DirectWalkBack regularly works with actor.Scale = 1 (to make invisible the character) but I need the character is in full scale.
Have you any ideas on how to hide the 3d character without "turn it off" but leave it in its original position x and y?
Thank you

Technical forum / Re: AddResponse
« on: February 16, 2016, 09:09:42 PM »
I have worked a lot these days about the dialogues but my target was to create an icon-based interface. For what I can tell you I see hard to put a different background for each row without putting hand to the source of wme or create your own dialogue interface.
Of course that's just my first impression but it happened to me several times to think that a similar thing was impossible and finally find a good solution.
In my case for example, I use a dialog box of only icons representing the object of the discourse and after the click I visualize the dialogues in the ballons over the characters. If instead of the images 90 x 90 I wished a text with a different background I would prepare the texts as png and then I'd show them right through the third parameter of AddResponse () (as I do now with icons).
This is a possible workaround but it will probably not be the only one ...

Game design / Re: Free Music Resource
« on: February 08, 2016, 05:40:14 PM »
Great job, thanks.
Unfortunately, this forum is not very active (and it's a shame because WME deserves much more), and you will not have many answers but I believe that many people will use your tracks.
I'm giving link of your site to my friends.


Have you tried to manage your actions with Talk() instead TalkAsync()? This way you can figure out if the problem is related to the  asynchronous condition.
Another test I would do is not to dispose Duration and let the engine to manage the duration according to the text and see how it behaves.

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: January 22, 2016, 09:13:00 AM »
Thanks to the programmer but especially to your powerful engine that allows all this!
I have tried many different engine and WME - for me - is the best, easy (after studying it), intuitive, well structured.
I am not interested in 3d but rather the 2.5d and WME is super.
I am sorry that the project has stopped, you never thought of producing a commercial WME 2.0 or WME Pro?

Technical forum / Re: Game.Interactive and mouse click
« on: January 21, 2016, 10:18:51 AM »
Hello, this was my job:
create a script for every room (with the same name) that includes all the objects you want to disable, and insert it in the folder "scr" of the room, like this:

Code: WME Script
  1. #include "scripts\"
  3. var objArray = new Array();
  4. objArray[0] = "ticket";
  5. objArray[1] = "pc_call";
  6. objArray[2] = "monitor";
  7. objArray[3] = "table";
  8. objArray[4] = "door";
  9. objArray[5] = "key";
  10. objArray[6] = "photo";
  11. objArray[7] = "tv";
  12. objArray[8] = "exit_Init";
  13. objArray[9] = "keyboard";
  14. objArray[10] = "f9";
  15. objArray[11] = "repeat";
  16. objArray[12] = "phone";
  18. var change_state;
  20.      change_state = true;
  21. else change_state = false;
  23. var i = 0;
  24. while(i < objArray.Length)
  25. {
  26.      var inter_obj = Scene.GetNode(objArray[i]);
  27.      inter_obj.Interactive = change_state;
  28.      i = i + 1;
  29. }

create a script to be included in the folder "scripts" like this:

Code: WME Script
  1. function f_base_inter_obj()
  2. {
  3.      var strScene = new String(Scene.Name);
  4.      var separator = new String("\ ");
  5.      separator = separator.Substr(0,1);
  6.      var inter_obj = "scenes" + separator + strScene + "\scr\inter_obj.script";
  7.      Game.AttachScript(inter_obj);
  8.      while (Game.IsScriptRunning(inter_obj))
  9.      {
  10.           Sleep(1);
  11.      }
  12.      Game.DetachScript(inter_obj);
  13. }

In the code, after the various calls that open and close the inventory, call the function this way

Code: WME Script
  1. // or Game.InventoryVisible = true;
  2. f_base_inter_obj();

Of course where you want to call the function use * #include "scripts\base_inter_obj.script" *.

All works perfectly but if, like me, you must hide all objects at the same time the way suggested by Azrael is much faster.
Simply create an Entity Region for every room (with same name) in the same size of the room and leave it hidden.
So two simple lines of code:

Code: WME Script
  1. var hideshow_obj = Scene.GetNode("hide_obj");
  2. if(hideshow_obj.Active) hideshow_obj.Active = false;


Code: WME Script
  1. var hideshow_obj = Scene.GetNode("hide_obj");
  2. if(!hideshow_obj.Active) hideshow_obj.Active = true;

As you see, I use this way to use the special character * \ * to create the string of path:

Code: WME Script
  1.       var separator = new String ("\ ");
  2.       separator = separator.Substr(0.1);

Does anyone know if there is a different way such as the * ~ * before * " * ?

Technical forum / Re: Game.Interactive and mouse click
« on: January 20, 2016, 08:00:14 PM »
Oh yes, this is a really good idea! Quick and efficient.
I could use an entity region and enable / disable it as needed.
I'll try this solution surely, in any case, I'lll post my solution that is much more complex and it could be adapted to other situations, for example in case you want to inactivate only specific objects.
Thanks  ::thumbup

Technical forum / Re: Game.Interactive and mouse click
« on: January 20, 2016, 05:52:44 PM »
Hello eborr,
I believe you mean Menu or Exclusive because if I understood correctly InGame is used for other purposes ..?
Unfortunately it seems that with these options I will not be able to get what I want.
I have done some testing but in one case I have to close the window by itself and not with a mouse click outside it, in the other case the events mouseentry() and mouseleave() are not hidden.
I'm working on a couple of scripts that would seem to work, if all goes well I'll post my method, it may be useful to someone.
Thank you

Technical forum / Game.Interactive and mouse click
« on: January 20, 2016, 12:13:12 PM »
Hello, I'm up against a problem.
I have an inventory that I open by pressing a button and I close by pressing a mouse button away from it.
What I want to achieve is that when the inventory is visible, if the player moves the mouse in the scene, all interactive objects do not respond to the passage of the cursor.
I have tried several ways, either by acting on the scripts of objects, in game.script and in game_loop.script without luck.
Currently I have found that the following lines of code conduct the majority of what I want to do

in game_loop.script

Code: WME Script
  2.   var ActObj = Game.ActiveObject;
  4.   // if the inventory is visible and the player goes out from it
  5.   if(Game.InventoryVisible == true && ActObj.Type != "window" && ActObj.Type != "item")
  6.   {
  7.         // if an item is selected close inventory
  8.         if(Game.SelectedItem != null)
  9.         {
  10.                 btnInv.Visible = true; // button to open inventory
  11.                 Game.InventoryVisible = false;
  12.         }
  13.         else
  14.         {
  15.          // otherwise if the player comes from the inventory without any selection I apply Game.Interactive = false
  16.          // so objects in the scene are not responding on mouse
  17.          if(Game.Interactive == true)
  18.                 Game.Interactive = false;
  19.         }
  20.   }
  21.   // if the cursor is on the inventory
  22.   else if(Game.InventoryVisible == true && (ActObj.Type == "window" || ActObj.Type == "item"))
  23.   {
  24.            // Game.Interactive = true and I can interact with items
  25.            if(Game.Interactive == false)
  26.                 Game.Interactive = true;       
  27.   }

but then of course, being the game Game.Interactive = false while the cursor is out of inventory, clicking with the mouse everywhere inventory can not be closed because the event is not read.

Is there a way to ask the engine to check a click of the mouse while it is in Game.Interactive = false?

Have you any other suggestions?


Help wanted and offered / Re: Free Music Resource
« on: January 20, 2016, 11:34:18 AM »
Hello, nice job.
I think that I will use some of your tracks.
Now I have to finish the scene on which I am working, where I've put the temporary music, then I'll replace it.
For the moment, thanks.

Game announcements / Re: Colors On Canvas
« on: January 15, 2016, 09:57:24 AM »
I like it.
If you later want to post the code I'd love to watch it.
An observation, when you exit the puzzle, menu is no longer visible and you must close the game and restart it.
Also it would be nice that when a piece is properly inserted it is automatically aligned with each other and possibly we can then move the entire group at once.
Thank you

Technical forum / Re: Issues with Packages and Patch
« on: January 15, 2016, 09:17:41 AM »
A very annoying little bug that simply needed fresh eyes to look at it.

This is because in my mind src = SouRCe instead scr = SCRipt !!!
I am sure that without your help, would go a long time before I realized this error.
Thank you very much!


Technical forum / Re: Issues with Packages and Patch
« on: January 14, 2016, 10:05:05 AM »
I don't understand, I'm losing a lot of time to seek a solution.
To avoid any problems of code I got the demo bookgame online, added some music and then I tried to simulate updates of some files.
I also tried to download the beta version 1.10.1 but it does not change anything, it seems that the engine does not see the package "patch".
The package "audio" works correctly.
Someone would know tell me where I'm wrong?
I don't know if it's helpful, but I work on Seven 64bit. However, I have also tried on a XP 32bit.
None of you had similar problems?

Thank you

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