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Topics - Lion

Pages: 1 [2] 3
16
Technical forum / Sometimes my game on WME stutters or freezes
« on: September 21, 2009, 10:29:20 AM »
I have an older, slower laptop on which I play this game running Windows XP 2 ghz cpu with 2 gigs of RAM.  Sometimes my game on WME stutters or freezes then resumes again.  It does not seem to be based on a specfic event.

Is FPS the best metric to measure performance? Sometimes I notice the game on WME slowing down (cursor stutter or dragging) even though the frame rates is high. That it is possible with it to do?

17
Technical forum / Can we create a highlight effect for sprite? A glow?
« on: September 21, 2009, 10:24:01 AM »
Whether it is possible to create the effects of glow or some other for the selection of object/entity?

18
Technical forum / Question on localization.
« on: September 18, 2009, 08:20:37 PM »
Is it possible to do that a game supported a few languages simultaneously?

And as possible to switch them?


19
Technical forum / Problem with code: var actObj = Game.ActiveObject;
« on: September 15, 2009, 05:20:13 PM »
I have an object bench with holes between slats.
The program changes the form of cursor depending on a hit between slats.
How to do that a code:

var actObj = Game.ActiveObject;

was returned by an object bench, even if a cursor will be between slats?

I draw between slats a color with alpha. But alpha for png file necessary to do more than 50%.
And it does not apply.

How to do that places was not it visible between slats, but a code:

var actObj = Game.ActiveObject;

in these places worked as on an object?

20
How to do, what during the talk of characters did not a text appear above a head?

21
When I take an object from an inventory, the name of object appears under an icon.

Is it possible to do, what did the name of object appear from above icons of object?

22
Technical forum / Question on TTF font.
« on: September 27, 2007, 09:16:15 PM »
In directory "fonts" I do the files: truetype.font and BREEZE.TTF.

TTFONT
{
  SIZE = 14 
  FACE = "BREEZE"
  FILENAME = "fonts\BREEZE.TTF"

  BOLD = FALSE
  ITALIC = FALSE
  UNDERLINE = FALSE
  STRIKE = FALSE
...
}

In the debugging mode all works, a font is set!!!

And when I do compile packages, does not work!!!

I put BREEZE.TTF in directory where is game.exe.

"You can either use one of the standard fonts provided with Windows, such as Arial or Times New Roman,
or you can distribute a custom font file (*.ttf) with your game. If you are distributing the ttf file,
make sure the file is NOT packed inside the game packages. You have to copy the font file to the game
directory, because WME uses Windows functions to render the text and Windows is, naturally, unable to
read data from inside WME's packages."

And however does not work, a font is not set. That can it be?


23
Technical forum / Questions on playing of music
« on: June 15, 2007, 10:00:46 AM »
- I want that music played in a menu. I do a window, after do WinMainMenu.GoSystemExclusive(), and music is
played on Game.PlayMusicChannel() does not hear.

- Change of the scene(with the loading of actors and other objects) during playing of music, results music begins looping and make mistakes. Is it possible to do something?

Tried (Game.SoundBufferSize = 60), does not help.

A problem is in that at you during the loading of objects update is not caused. If you did it, during the loading of objects it was possible to play animation sprite and music was not looping and make mistakes.

- After the function of Game.MusicCrossfade(0, 1, 3000), does a script proceed at once or after 3 seconds?

------------------------------------------------------
On one scene:
Game.PlayMusicChannel(0, "music\FirstChannel.ogg", true);

On the second scene:
Game.PlayMusicChannel(1, "music\SecondChannel.ogg");
Game.MusicCrossfade(0, 1, 3000);

In change from the first scene to second one, there is sounding(0.5 sec) of "music\SecondChannel.ogg" on a
maximal volume, and then fading of sound works. It must be so?

24
I want to make the smooth fade of one music in other using a code:

Game.PlayMusicChannel(0, "music\FirstChannel.ogg");
...
Game.PlayMusicChannel(1, "music\SecondChannel.ogg");
Game.MusicCrossfade(0, 1, 3000);

But when I do Game.PlayMusicChannel(1, "music\SecondChannel.ogg"), at first part of second is heard on the complete volume of "music\SecondChannel.ogg". Then there is fading on Game.MusicCrossfade(0, 1, 3000); That it is possible with it to do?

Is it possible smoothly to turn off music Game.PlayMusicChannel()?

What functions play voice files by parts(stream)? Game.PlayMusicChannel() does play a stream?

25
Technical forum / That does adjusting "force texture subdivision"?
« on: June 05, 2007, 02:09:28 PM »
That does adjusting "force texture subdivision"?

Why, when do I include her, the game crashes at me?

26
Technical forum / Black Screen before ChangeScene()
« on: April 02, 2007, 12:10:27 PM »
Before the call of function of ChangeScene, I want to show a fullscreen window. Then to close him, but so that after closing there was a black screen, instead of screen of the current scene. How this to do?

var Win = Game.LoadWindow("name");

Win.Center();
Win.GoSystemExclusive();

Game.UnloadObject(Win);

//?????????????????

Game.ChangeScene("name");

27
Technical forum / Can you do support of animation gif format?
« on: February 05, 2007, 10:03:56 AM »
Can you do support of animation gif?

Then function of DisplayLoadingIcon(Sprite, X, Y, Persistent), would show an animation picture.
During the load of large objects.

28
At me 2 animations of talk. As needed it to specify for the function of Talk:

Talk(Text, SoundFilename, Duration, TalkStances, TextAlignment);

actor.Talk("Text1", null, null, 0); // for the first animation
actor.Talk("Text2", null, null, 1); // for the second animation

Is it correct?


29
I wish to make an opportunity in adjustments to change loudness of a sound.

The general loudness of a sound is established from DEAD:CODE\NameGame\Audio\SFXVolume?

How to me to read and write value in register DEAD:CODE\NameGame\Audio\SFXVolume?

Why initially there it is written value = 200?

30
Technical forum / SetSprite() for the actor
« on: December 05, 2006, 12:03:58 PM »
actor.ForceTalkAnim("BeginningAnimation.sprite");
actor.SetSprite("TheNewSprite.sprite");   // Force a temporary stand sprite
actor.Talk("Text");
actor.PlayAnim("EndAnimation.sprite");
actor.SetSprite(null);  // The stand animation resets to your default

Yes, this scheme works, but only for entity. For actors, all the same does not work.

After of function Talk(), on a share of second appears the frame of animation "stand".
But only then sprite, which have established through SetSprite(). Looks very badly.

In general SetSprite() for the actor, works not absolutely correctly.

Old animation "stand", from time to time appears again on a share of second.

It is possible for something to make with it? The help of the guru is necessary.

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