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Messages - Catacomber

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406
Technical forum / Re: Molly and Sally
« on: October 25, 2008, 09:15:43 PM »
Thank you SpellBreaker---You set me on the right direction--I had copied the last part of the script incorrectly from the book--
this is what the script should be according to the book using bare bones scripting and this now works.  Thanks!!!!

#include "scripts\base.inc"

// this script runs in an endless loop and does all the user-interface work
// that needs to be periodically updated
// such as the floating items captions display and positioning
// and the sliding inventory window handling


global WinCaption;

// infinite loop
while(true){

  // save the active object for later
  var ActObj = Game.ActiveObject;

if(Game.Interactive && ActObj!=null)
  {
      WinCaption.X = Game.MouseX;
      WinCaption.Y = Game.MouseY + 20;
      WinCaption.TextAlign = TAL_LEFT;
      WinCaption.Text = ActObj.Caption;
      WinCaption.SizeToFit();
      if(WinCaption.X + WinCaption.Width > Game.ScreenWidth) WinCaption.X = Game.ScreenWidth - WinCaption.Width;
      if(WinCaption.Y + WinCaption.Height > Game.ScreenHeight) WinCaption.Y = Game.ScreenHeight - WinCaption.Height;
     WinCaption.Visible = true;
    }
    else WinCaption.Visible = false;
    Sleep(20);
}

My only problem now so far is that both Molly and Sally don't move--only one.

407
Technical forum / Re: Molly and Sally
« on: October 25, 2008, 09:02:09 PM »
Now I have Molly and Sally in the room:



One of them can move -- the other doesn't.  But I have a script error in the game loop that I can't track down why.  This is the compiler log:

User selected:
15:55:   Video: NVIDIA GeForce4 MX 440 with AGP8X (accelerated)
15:55:          Windowed:no  Colors:32bit  T&L:no  Multisample:0
15:55:   Audio: Primary Sound Driver
15:55: Maximum texture size: 2048x2048
15:55: Engine initialized in 47 ms
15:55:
15:55: Compiling script 'scripts\game_loop.script'...
15:55:   Error@line 43: syntax error
15:55:
15:55: Shutting down...
15:55: Shutting down scripting engine

This is my game loop script:

#include "scripts\base.inc"

// this script runs in an endless loop and does all the user-interface work
// that needs to be periodically updated
// such as the floating items captions display and positioning
// and the sliding inventory window handling


global WinCaption;

// infinite loop
while(true){

  // save the active object for later
  var ActObj = Game.ActiveObject;

  // handle the standard foating caption
  if(Game.Interactive && ActObj!=null)
  {
   
      WinCaption.X = Game.MouseX;
      WinCaption.Y = Game.MouseY + 20;
      WinCaption.TextAlign = TAL_LEFT;
      WinCaption.Text = ActObj.Caption;

      // keep the caption on screen
      WinCaption.SizeToFit();
      if(WinCaption.X + WinCaption.Width > Game.ScreenWidth) WinCaption.X = Game.ScreenWidth - WinCaption.Width;
      if(WinCaption.Y + WinCaption.Height > Game.ScreenHeight) WinCaption.Y = Game.ScreenHeight - WinCaption.Height;
     }
    // handle the caption when you want to use an object with another
    else {
      var Item = Game.SelectedItem;

      WinCaption.X = 0;
      WinCaption.Y = 580;
      WinCaption.Width = Game.ScreenWidth;
      WinCaption.TextAlign = TAL_CENTER;
      WinCaption.Text = "Use " + Item.Caption + " with " + ActObj.Caption;
    }
    WinCaption.Visible = true;
    }
  else WinCaption.Visible = false;

    // go to sleep for 20 miliseconds to allow the engine to perform other tasks
  // it is important for the "endless" scripts to call the Sleep command, otherwise the game will get stuck
  Sleep(20);
}


408
Technical forum / Re: Molly and Sally
« on: October 25, 2008, 08:29:54 PM »
I understand now.  Thanks to both of you!!!!   :D

409
Technical forum / Re: Can't find my project file
« on: October 25, 2008, 08:28:44 PM »
And there Arnold is.  :  )  Thanks, Azrael.   :)

410
Technical forum / Re: Disable inventory
« on: October 25, 2008, 04:55:35 AM »
I don't know if this code would help--you could try it:

if(!InventoryActive) Game.InventoryVisible = false;

before you start the puzzle

or just

Game.InventoryVisible = false;

triggered somewhere so you can't add anything. 

BTW, I just noticed that if I set the coordinates "go to" for my actor to be the exact same as an item lying on the ground, it will never, ever go into inventory--interesting little details. : )

411
Technical forum / Molly and Sally
« on: October 25, 2008, 04:48:22 AM »
I have now 2 actors in my game---following the tutorial.  Molly and Sally.  But I can't place more than 1 in the scene at a time it seems.  : (

412
Technical forum / Screen display problems
« on: October 25, 2008, 03:29:19 AM »
Sometimes my screen during play mode becomes oddly pixelated:



My video drivers are updated--has anyone had this problem and dealt with it successfully?  Can it be something I have to tweak somewhere?

This isn't as bad as it gets and this pic doesn't display the problem that well cause those dots actually look like horizontal red broken lines in the text buttons --it just doesn't show up that well here.

413
Technical forum / Can't find my project file
« on: October 25, 2008, 02:41:11 AM »
I'm following the WME book and made a new project and gave it a name "Arnold".  I know it's somewhere in the WME directory in templates/ basic templates but I can't find any project by the name of Arnold.  I had a project Sandbox that I created to work with the first part of the tutorial and I could always find it.  Mystified!   I know it's there because if I try to create a new project called "Arnold" WME tells me that one already exist.  Why didn't it go into the projects directory where "Sandbox" is?   

In my "Arnold" scripts, in the actor file,

I have a file there that's got a line commented out--

; $EDITOR_PROJECT_ROOT_DIR$..\..\..\

Does that cause any part of the problem---should I remove the ; or put something else there?

414
Technical forum / Re: Add Fonts
« on: October 24, 2008, 01:44:48 PM »
Thanks.  Will do.  We have a nice Russian fan base among others and don't want to lose them.  : ) 

415
Technical forum / Re: Add Fonts
« on: October 23, 2008, 09:41:38 PM »
I found this nice link to a free fontmaker FONText:

http://www.blitzbasic.com/Community/posts.php?topic=65909

I think it's the same utility mentioned in the wiki here but the link there is dead.

The instructions for using it are just about the same as in the wiki so I think it's more or less the same utility.  I just made a great bitmap font with it!  : )


416
Technical forum / Re: Idle intelligence
« on: October 23, 2008, 08:42:24 PM »
This is just a guess from another beginner but it seems to me that idle state is very low---5 seconds--maybe changing it to something longer timewise might help?  I'm sure you'll get a better answer but looking at your script I just noticed that seems low.  : )

Also, doing a search here, I found slightly different script---

in place of the line that says

if(actor.Ready)

it had

if(Game.Interactive == true)

now I don't know the difference yet between those 2 things but it might work.  Then again, it might not.

417
Technical forum / Re: Script errors
« on: October 23, 2008, 03:57:00 AM »
Figured out how to make the bomb script and am at the end of the tutorial for that section.  BUT--have new error log using all the scripts ---

********** DEBUG LOG OPENED 22-10-2008 (Release Build) *****************
22:52: Wintermute Engine ver 1.8.6, Compiled on Apr  6 2008, 13:49:35
22:52: Platform: Windows XP Service Pack 3 (Build 2600)
22:52: DirectX version: 9.0
22:52:
22:52: Scanning packages...
22:52:   Registered 0 files in 0 package(s)
22:52: Initializing scripting engine...
22:52:   Script compiler bound successfuly
22:52: Loading plugins...
22:52:   wme_sample_pixel.dll
22:52:   wme_snow.dll
22:52: Loading string table...
22:52:   49 strings loaded
22:52: Enumerating Direct3D devices...
22:52: Enumerating DirectSound devices...
22:52: Available video devices:
22:52:   NVIDIA GeForce4 MX 440 with AGP8X (accelerated)
22:52:     nv4_disp.dll 6.14.10.9371
22:52: Available audio devices:
22:52:   Primary Sound Driver
22:52:   Realtek AC97 Audio
22:52:   [no sound]
22:52:
22:52: User selected:
22:52:   Video: NVIDIA GeForce4 MX 440 with AGP8X (accelerated)
22:52:          Windowed:no  Colors:32bit  T&L:no  Multisample:0
22:52:   Audio: Primary Sound Driver
22:52: Maximum texture size: 2048x2048
22:52: Engine initialized in 32 ms
22:52:
22:52: Runtime error. Script 'scenes\Warehouse\scr\Door.script', line 7
22:52:   actor.GoToObject method accepts an entity refrence only
22:53: Runtime error. Script 'scenes\Warehouse\scr\Door.script', line 7
22:53:   actor.GoToObject method accepts an entity refrence only
22:53:
22:53: Shutting down...
22:53: Shutting down scripting engine


My door script -- copied from the online book unless I made a mistake:

   #include "scripts\base.inc"
 
on "LeftClick"   
{
   Game.Interactive = false;    // We want our player to make more things at once and we don't want to be interrupted.
   global doorClicked = true;
   actor.GoToObject(this);
   this.Active = false;  // We disable the door so the hotspot is not visible or active anymore.
   actor.Talk("Oh no. There's a timed bomb attached to the door! I have to find an exit before it explodes.");   
   Scene.AttachScript("scenes\warehouse\scr\bomb.script");
   Game.Interactive = true; // Allow player to play some more.
}

Sigh. : )  Molly nicely dies and starts over!) : ).  My only problem is that script error and the fact that I can't seem to change scenes here--but then Molly isn't living long enough to change scenes. 

If you get the hourglass during playing a scene does it mean it's somehow bugged?

418
Technical forum / Re: Script errors
« on: October 23, 2008, 02:27:12 AM »
I have no further script errors in my log (using my script as modified by you : )) but am not sure how to attach the bomb script to the door.  I can't attach it directly to the door object as it already has one script and I know the new script will "call" the bomb script---but how do I add the bomb script?  Puzzled.

419
Technical forum / Re: Script errors
« on: October 22, 2008, 07:33:26 PM »
Metamorphium---I just corrected my confusion between you and Mnemonic for the book.  Thanks again. 

420
Technical forum / Re: Script errors
« on: October 22, 2008, 05:40:31 PM »
You're welcome.  Will make another as soon as I learn enough to make a little game.  I like your editor very much.  I have very few problems with it and those are my fault.

Yes, the iphone program.  : )  But before I do much with it I hope to be able to make an adventure game with Wintermute.  Apple will not kill us if we are idle for a little bit--besides I now have to learn Objective C--which is not too different from C but is very heavy in object oriented programming and right now that's my weakness---working on that weakness.  :  ) 

Thank you again for your fine editor.  I hope you will be developing it further but am happy with what it is right now.

If....If I can get to the point where I have a windows executable for a PC game, can I then convert that to a pocket pc game for windows mobile via Microsoft's SDK for Windows Mobile or that is not an option?  Would have to make a cab file.  I have instructions somewhere for making a cab file from an exec--was just wondering if anyone has done that or if there is anything about the structure of the exec file that would prevent my doing that. 

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