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

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Messages - lacosaweb

Pages: 1 [2] 3 4 ... 8
16
Scripts, plugins, utilities, goodies / Re: Array methods
« on: February 26, 2014, 03:24:20 PM »
Thank you!!!!

It's great!

17
Foro general / Re: Una herramienta más intuitiva.
« on: March 18, 2013, 04:48:35 PM »
MMR, hace tiempo que estamos a la espera de ese gran desarrollo, promete mucho.

Ya avisarás cuando necesites testeadores que aquí tenemos un equipo dispuesto a darle caña.

Saludos!

18
Scripts, plugins, utilities, goodies / Re: WME Project Manager
« on: March 18, 2013, 04:33:37 PM »
Is this new project manager portable to other platforms?

It will be good a Linux Manager for WME.

It looks fine. Great job!

19
Quote
FIX: Crash after unloading an actor which is set as Game.InventoryObject.

I had been fighting with this!!!

Thanks a lot for these updates!

20
Game announcements / James Peris English version available
« on: July 13, 2012, 07:06:44 PM »
Hi, the English version of James Peris adventure is now available in www.jamesperis.com

Video trailer: http://youtu.be/RmVzKE-z7ms?hd=1



Screenshots:

21
Game announcements / Re: Return of the Tentacle - Teaser 1
« on: April 24, 2012, 11:51:28 AM »
Excellent!!!

Great job!

22
Foro general / James Peris en español ya disponible
« on: March 22, 2012, 09:14:46 AM »
Hola a todos, quería anunciaros que la versión completa de James Peris en español ya está disponible en la página oficial.

Ahora estamos trabajando en la versión en inglés, esperamos tenerla terminada en pocas semanas.

Saludos.

Aquí os dejo el trailer oficial: https://www.youtube.com/watch?v=66z9yhMK4jE



23
WME Lite / Re: WME Lite and ScummVM
« on: March 20, 2012, 11:11:54 AM »
Great news!

24
Foro general / Re: Nueva demo de James Peris
« on: February 20, 2012, 10:23:37 AM »
Lo vamos a distribuir nosotros mismos, ya estamos preparando todo el jaleo de la distribución.

Se podrá adquirir tanto en versión física CD como en versión digital descargable. Dentro de muy poco estará ya disponible desde nuestra página web (www.jamesperis.com)

Por cierto, recientemente hemos publicado dos videos de muestra del juego con los comentarios de Carlos:

http://vimeo.com/36540879
http://vimeo.com/36956411

Saludos!

25
Technical forum / Re: Crash when exit game
« on: January 31, 2012, 10:09:45 AM »
Hi, we solved the problem, I will write here the solution for somebody that finds the same problem.

This is the solution (thanks Mnemonic), must to set InventoryObject to null before you unload the main character.

Code: WME Script
  1.                 actor1= Game.LoadActor("actors\actor1\actor1.actor");
  2.                 actor=actor1;
  3.                 Game.MainObject = actor;
  4.                 Game.InventoryObject=null; // ADD THIS
  5.                 Game.UnloadObject(actor1);
  6.                 if(actor1==null)
  7.                         actor1= Game.LoadActor("actors\actor2\actor2.actor");
  8.                 actor=actor1;
  9.  

26
Technical forum / Re: Crash when exit game
« on: January 20, 2012, 07:13:46 PM »
Sorry, problem is not solved.

The game crashes when exits after start new game.
Also the game crash after load for second time a saved game.

Mnemonic I send you a private message with source and compiled game links.

Thanks.

27
Technical forum / Re: Crash when exit game
« on: January 18, 2012, 12:42:50 PM »
Problem is solved reinstalling DirectX. Not recompiled the game, just reinstalled directX and it works.

28
Technical forum / Crash when exit game
« on: January 12, 2012, 05:27:16 PM »
Hi, I'm testing my game is some computers.
In all WindowsXP computers that I have tested the game works OK.
But in 2 computers with Windows7 the game crash when exits, this is the crash.log:

Code: [Select]
-----------------------------------------------------------------
---------- wme 1.9.001 crash report: 12-01-2012, 11:21 ----------
-----------------------------------------------------------------
JamesPeris.exe caused a EXCEPTION_ACCESS_VIOLATION in module JamesPeris.exe at 0023:00419F7F
EAX=00000004  EBX=00000001  ECX=00000000  EDX=005A2614  ESI=00000000
EDI=FFFFFFFE  EBP=0018FCD4  ESP=0018FCD0  EIP=00419F7F  FLG=00010202
CS=0023   DS=002B  SS=002B  ES=002B   FS=0053  GS=002B
Stack trace:
0023:00419F7F (0x1E972D2B 0x027C5BB0 0x0018FE28 0x00598957) JamesPeris.exe
0023:00479B11 (0x027C5BB0 0x0018FDA0 0x00451D62 0x00000001) JamesPeris.exe, CBGame::IsDirectXBound()+112289 byte(s)
0023:00418ADF (0x00000001 0x75F814DD 0x01E20000 0x00000000) JamesPeris.exe
0023:00451D62 (0x03360000 0x0000003E 0x0277E758 0x0000003E) JamesPeris.exe
0023:00401B49 (0x1E972FEF 0x01F5E038 0x0018FEA0 0x00594843) JamesPeris.exe
0023:0040155F (0x01F5E038 0x0018FEB0 0x0044F689 0x00000001) JamesPeris.exe
0023:00408D7F (0x00000001 0x1E972F6B 0xFFFFFFFE 0x00000000) JamesPeris.exe
0023:0044F689 (0x1E972F3B 0xFFFFFFFE 0x00000000 0x00000001) JamesPeris.exe
0023:00401066 (0x01F5E038 0x00400000 0x00000000 0x0026361E) JamesPeris.exe
0023:004010ED (0x7EFDE000 0x0018FFD4 0x770B9EF2 0x7EFDE000) JamesPeris.exe
0023:75F8339A (0x7EFDE000 0x76B81FE4 0x00000000 0x00000000) kernel32.dll, BaseThreadInitThunk()+18 byte(s)
0023:770B9EF2 (0x00536932 0x7EFDE000 0x00000000 0x00000000) ntdll.dll, RtlInitializeExceptionChain()+99 byte(s)
0023:770B9EC5 (0x00536932 0x7EFDE000 0x00000000 0x78746341) ntdll.dll, RtlInitializeExceptionChain()+54 byte(s)

My game is fully 2D, isn't compiled with Direct3D 9 option.
Any idea what is the cause of this error?

Thanks!

29
Technical forum / Re: Window method
« on: January 05, 2012, 05:19:22 PM »
One method that is still showing in debug console is "InventoryVisible", this isn't override method.



This method opens and close inventory using fade effect. It's attached into Game object, the code is:

Code: [Select]
method InventoryVisible(opt)
{
var InvWindow = Game.GetInventoryWindow();
var i;
if (opt==true)//Abre Inventario
{
if(SCUPDalt.Visible==false && Scene.PermiteMenu!=false)//If the interface is closed, open it if the scene allows it
{
Game.AbreSCUP();
}
InvWindow.AlphaColor = MakeRGBA(255, 255, 255, 0);
Game.InventoryVisible=true;

for(i=1; i<=10; i=i+2)
{
InvWindow.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
Sleep(50);
}
InvWindow.AlphaColor = MakeRGBA(255, 255, 255, 255);
}
else
{
for(i=10; i>=10; i=i-2)
{
InvWindow.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
Sleep(50);
}
InvWindow.AlphaColor = MakeRGBA(255, 255, 255, 0);
Game.InventoryVisible=false;
}
}

The script runs Ok, but it is still showing in debug console, this mean that is still in memory?

30
Technical forum / Re: Window method
« on: January 04, 2012, 01:00:44 PM »
Hi, I have the same problem but this solution can't be applied to my game.

I have some overriten methods, one of them is Game.ChangeScene, this method is attached in Game object and I can't detach it because I need it allways accessible.

I attached it only one time, at game startup, but sometimes, after changing scene, the method script is still showing in debug console (like screenshot of Birdline) but all the code of this method is executed and finished. Why many script methods of the same are still in debug console if its execution is finished?

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