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Messages - lacosaweb

Pages: 1 ... 4 5 [6] 7 8
76
Game announcements / Re: Larry - The Fangame
« on: October 13, 2008, 01:18:40 PM »
I love Larry! I want to see your fangame!!!  ::rock

For me the best way is to make it in 2D cartoon style like Leisure Suit Larry Love For Sail.
For the music you CAN use the original as Larry games because Al Lowe share it and let's you use in fangames if you don't sell it. You can download all the Larry music from Al Lowe offcial site: http://www.allowe.com/Larry/musicdownload.htm

I was waiting for a long time who someone start a new Larry project like the old Larry games with Al Lowe (1-7), not the 3D Larry that Sierra are making now.

77
Help wanted and offered / searching a graphic 2D artist
« on: April 23, 2008, 02:23:18 PM »
We're searching a 2D graphic/painter artist for an humour game called James Peris.

Please, contact me at lacosaweb@gmail.com.

There are some screenshots:




78
General Discussion / Re: WME 1.8.5 (Mar 16 2008)
« on: March 26, 2008, 09:44:13 AM »
Thanks for the mirror sprites I needed it!!! Thanks a lot for all!!!

79
Community bulletin board / Re: Reviving community events!
« on: February 25, 2008, 10:33:00 AM »
I want the scripting, it's a good way to know the coding but dessign is good too.

80
Community bulletin board / Re: New adventure gamer here
« on: February 15, 2008, 10:37:36 AM »
I was using AGS for 3 years. I started In WME seven months ago and at first it was a little hard for me, but now I undertand the engine and I can say that WME features are better than AGS. If you make the game with WME, you'll see that this engine can do a lot of things that AGS can't and when you start earn the engine you'll find WME as easy as AGS.

If you have any technical question, ask it at Technical forum, there are a lot of people that will help you!

81
Technical forum / Re: Sky scrolling
« on: February 14, 2008, 11:24:22 AM »
Also you can do it with particle generator.
Use une cloud as image of the particle, then change the values what you like. For example, the max particles will be 6 and you can do to generate particle between 1 and 60 seconds, with that, not a lot of clouds will be at screen all the time. Next change the velocity to very low and the size of the image between 100% and 20% for example.

Put the particle generation and the sky image in the back layer and the rest of the draw in a layer front (with the sky transparent).

With this you have a perfect random clouds in sky automated.

82
General Discussion / Re: WME 1.8.3 (Feb 9 2008)
« on: February 11, 2008, 09:39:20 AM »
Thanks a lot!!!

Good work! ::rock

83
Technical forum / Re: Wait for mouse click
« on: February 01, 2008, 12:04:03 PM »
Try this:

Code: [Select]
var pause=true;
Game.Interactive=false;
while(pause)
{
    Sleep(1);
    If(Game.LeftClick)
         pause=false;
}
Game.Interactive=true;

84
Community bulletin board / Vote for WME in Linux
« on: January 25, 2008, 08:35:46 AM »
If somebody has interest in that, please, vote for this good Engine in Wine's AppDB. Wine - is the utility which can run Windows applications on Linux and others *nix systems. WME works not bad in Wine, but not correct enough. And there is some regress in the latest Wine's versions.

WME Project compatibility in Wine: http://appdb.winehq.org/objectManager.php?sClass=version&iId=7145


P.S. Each user has 3 votes.

85
Technical forum / Send/Recive data from a server
« on: January 23, 2008, 12:37:59 PM »
Hi I want to make that my game send the score to a internet server, is it possible?

It will be interesting too that in game, the user can see if any new version or patch is aviable. This would be connecting to a internet server to ask it.

Have Wintermute any networking methods?

Or I will need some plugin to do that? If this is the case, what plugin?

86
Technical forum / Re: How to know if any DialogBranch is running?
« on: January 22, 2008, 02:11:07 PM »
Thanks, I'll try it and write if this works fine  ;)

87
Technical forum / Re: How to know if any DialogBranch is running?
« on: January 21, 2008, 07:08:07 PM »
I can rewrite the methods StartDlgBrnch and EndDlgBrnch including a variable for example DialogRun=true in Start and DialogRun=false at end. It works, but the problem is when a DlgBrnch is inside another, in this case when the second DlgBrnch ends, it puts the variable DialogRun=false, but the parent DlgBrnch is still running.

Game.StartDlgBrnch("first")
     code....
     blah, blah...
     Game.StartDlgBrnch("second")
          code....
          blah, blah...
     Game.EndDlgBrnch("second")
     code...
Game.EndDlgBrnch("first")

I'm writting a script that runs when any character is talking EXCEPT when the game is inside a dialog.

Any suggestion?

88
Technical forum / How to know if any DialogBranch is running?
« on: January 21, 2008, 09:50:54 AM »
Hi, I want know if any DialogBranch is running at current time, is it possible?

Other question: Is necessary to assign a name to DialogBranch? In the WME book documentation, useses Game.StartDlgBranch(); whitout any name [Game.StartDlgBranch("DialogName");], but it seems to work fine.

89
Technical forum / Re: Walking on water in Project Joe
« on: January 17, 2008, 04:18:28 PM »
Thanks a lot!

90
Technical forum / Re: Walking on water in Project Joe
« on: January 17, 2008, 02:44:13 PM »
Ok, in that case I think that the Scene generates a new entity in each frame of the character that his foot is touching the area of water.

If this is the way, how can I know the frame of the character that his foot is touching the area?

Code: [Select]

on "ActorEntry"
{
  sprite = actor.GetSpriteObject();

  if (sprite.GetFrame(3))
  {
     Scene.CreateEntity("whater");
     var whater_effect = Scene.GetNode("whater");
     whater_effect.SetSprite("sprites\whatereffect.sprite");
     whater_effect.X = actor.X - 5;
     whater_effect.Y = actor.Y + 20;
     whater_effect.Active = true;
  }
}


Is that code true? I think that it only creates the entity at first time that actor enters in the region because the low level function is "ActorEntry", I need that this code will running ever when the actor is in the region. How can I do that?

Then, I want to delete this Entity when the animation is finished, how can I do that?

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