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Messages - Igorrr

Pages: 1 2 3 [4] 5 6 ... 9
46
Technical forum / Re: stop the main actor skipping rooms
« on: September 06, 2004, 03:54:41 PM »
Your welcome and don't worry,

just keep the questions coming  :)





If you find some of my early posts you will see that some people are able to ask stupid questions and I am sure some day I will do again  :-\


47
Technical forum / Re: stop the main actor skipping rooms
« on: September 06, 2004, 09:28:04 AM »
Very simple the "Room" Scene has the following script attached to the door entity.

Code: [Select]
#include "scripts\base.inc"


////////////////////////////////////////////////////////////////////////////////
on "LeftClick" {
  actor.GoToObject(this);
  Game.PlaySound("sounds\door_open.ogg");
  Game.ChangeScene("scenes\street\street.scene");
}


////////////////////////////////////////////////////////////////////////////////
on "LeftDoubleClick" {
  actor.GoToObjectAsync(this);
  Sleep(500);
  Game.ChangeScene("scenes\street\street.scene");
}

Just remove the on "LeftDoubleClick" event and all your problems should be solved ;-)

48
Technical forum / Re: stop the main actor skipping rooms
« on: September 05, 2004, 02:19:13 AM »
I guess he means that he would like that actor always HAS to walk to the exit before the scene fade out.

If that is so, maybe just use regions in the scene editor and have them change the scenes only upon entry.

49
Technical forum / Re: how do i get the players main menu to appear
« on: September 02, 2004, 02:55:03 PM »
Well if that is not possible you could do a work around. You could make the mouse cursor invisible and make an hour glass entity visible wherever you want it on the screen. If you do that many times I would recommend writing a small function like into the game.script for that.

Quote
By the way do you fancy coding, scripting for my project, or know somone who would, I am a game designer you see not a coder.
At the moment I am pretty stressed in RL and have a project to handle myself. But for certain questions like this one I gladly help out. I might reconsider mid of october, that's when I have more air again ;-)

50
Technical forum / Re: how do i get the players main menu to appear
« on: September 01, 2004, 11:13:38 AM »
This first example is taken from my game.script. As in the WME demo the main keyboard events are handled.
The example below handles the inventory screen. By pressing the TAB button the inventory opens or closes.

Code: [Select]
on "Keypress"
{
   //If TAB key has been pressed
   if(Keyboard.KeyCode==9)
   {
    if (Game.InventoryVisible==false)
     {
       //am I in menu-mode? If not change to menu mode
       if (cursemode != "menus")
      {
        cursecache = cursemode;
        cursemode = "hand";
        Game.SetCursor("sprites\cursor_actions\hand.sprite");
      }
      Game.InventoryVisible=true;
     }
   
   else
    {
      //If no item has been selected from the inventory change back to hand action.
      if (cursemode!="item")
       {
         cursemode = "hand";
         Game.SetCursor("sprites\cursor_actions\hand.sprite");
       }
         Game.InventoryVisible=false;
     }
}
}


The next example shows how I invoke the action menu from scene.script.
Code: [Select]
on "RightClick"
{
// deselect a selected Item
if (Game.SelectedItem != null)
  {
    Game.SelectedItem = null;
    cursemode="hand";
  Game.SetCursor("sprites\cursor_actions\hand.sprite");
  return;
  }
else
{
//If you are in battle-mode right click means attack
if (battlemode==true)
{
                                //if the actor is active at the moment (meaning he is currently not performing another action that should not be interrupted!)
if (aactive==true)
{
//Attack Right
if (Scene.MouseX > actor.X)
{
                                                  aactive = false;  // sets actor non-interactive
  actor.PlayAnim("actors/knight/slash_right/slash_right.sprite");
  aactive = true;
}
else if (Scene.MouseX < actor.X)
{
aactive = false;
  actor.PlayAnim("actors/knight/slash_left/slash_left.sprite");
  aactive = true;
}
}
}
else
{
                 // If user interface is not visible invoke interface.
if (UI1.Visible == false)
{
  actor.Reset();
  aactive=false;
  UI1.X = Scene.MouseX-60;
  UI1.Y = Scene.MouseY-60;
  cursecache = cursemode;
  cursemode = "menus";
  Game.SetCursor("sprites\cursor_actions\menu.sprite");

  // adjust window
  if (Scene.MouseX<60)
   {
    UI1.X = 0;
   }
  else if(Scene.MouseX>740)
   {
    UI1.X = 667;
   }

  if (Scene.MouseY<84)
   {
    UI1.Y = 24;
   }
  else if(Scene.MouseY>532)
   {
    UI1.Y = 472;
   }

  UI1.Visible = true;
}
else
{
                                //Here the program tries to remember which mode (look, hand, talk) you where in prior to opening the window)
if (cursecache=="look")
{
cursemode="look";
Game.SetCursor("sprites\cursor_actions\look.sprite");
}
else if (cursecache=="hand")
{
cursemode="hand";
Game.SetCursor("sprites\cursor_actions\hand.sprite");
}
  else if (cursecache=="talk")
{
cursemode="talk";
Game.SetCursor("sprites\cursor_actions\talk.sprite");
}
else
{
cursemode="look";
Game.SetCursor("sprites\cursor_actions\look.sprite");
}

  UI1.Visible = false;
  aactive=true;
}

}
}
}

Hope this helps you a bit.

BTW. I ALWAYS CODE DIRTY !!!

51
Technical forum / Re: how do i get the players main menu to appear
« on: August 31, 2004, 05:39:24 PM »
Yes it is possible,

maybe I should post another demo. I am using a different menu system than in the WME demo. Always when you click the right mouse button a menu appears with which you can choose from the actions symbols. Similar as in Sierra games where you first choose what kind of action you would like to perform and the the object you want to perform the action with.

Yes with the keyboard you can actually provoke any action you can think of. The only problem might be that on my keyboard I had different reference numbers to the keys on my keyboard than in the keys.inc. Maybe it has to do with different keyboard types. But all the F* keys worked fine everywhere.

So to give you a basic answer, yes it is all possible :-)


52
Game announcements / Re: The Dead City
« on: August 27, 2004, 05:22:36 AM »
WOOOOOW I am REALLY impressed!!!   ::thumbup ::thumbup ::thumbup

53
General Discussion / Re: A watch for geeks
« on: August 25, 2004, 10:32:10 PM »
Quote
They took for granted that geeks are intelligent enough to know if that 3 was AM or PM I suppose...
A real geek cannot distinguish between morning and afternoon. In the dark cellar room it's always the same...

54
General Discussion / Re: Monthly WME competition?
« on: August 09, 2004, 02:53:08 PM »
How about instead of doing complete small games... something like fragment contests (e.g. most creative GUI, best slider ;-), best shadow effect, etc...)??

55
Game announcements / Re: Our Main Actor
« on: July 30, 2004, 08:42:23 PM »
This thread reminds me of the movie "Jay and Silent Bob Strike Back". Maybe you know the extremely funny movie "Clerks" that started themes for the not so good (imo) movies "Dogma" and the first I mentioned.
Anyway the main characters of this movie are two stoners and nobody ever complained about that. Whinning their final battle with their super bong power.
I don't think you would ever run into problems because of this soft-drug theme. Weed after all is an illegal but mainly tolerated drug.

56
Game announcements / Re: Our Main Actor
« on: July 30, 2004, 11:00:58 AM »
"Heyyy meesta .. you wanna sunglasses? Beatiful Sunglasses?"

I am very curious to see (hear) more  ;D

Good Luck

57
Feature requests, suggestions / Re: Game Projects Forum
« on: July 28, 2004, 04:45:19 PM »
Thanks Mnemonic, that was exactly what I was looking for :-)

58
Feature requests, suggestions / Re: Game Projects Forum
« on: July 27, 2004, 11:03:59 PM »
Well I was rather also thinking including small things like the SunnyDemo and those definately don't belong to the main page.
The project SFLAH is also not on the main page, and actually until I don't have proper artists at work I don't believe it should belong there anyway.

59
Feature requests, suggestions / Re: Game Projects Forum
« on: July 27, 2004, 08:26:33 PM »
Yeah I know that there are going to be some people posting that actually have nothing to show. But imo it's still better than nothing at all.
But ok maybe just open a thread in the Announcement Forum where everyone can enter his project's URL.

60
Technical forum / Re: new Direct Control Script idea...
« on: July 27, 2004, 08:24:55 PM »
Mnemonic YOU'RE A MACHINE!!!

It works really sweet!!! Much better than the old script.
I added a Game.Interactive query to have the actor only perform the action if the game is interactive.
The problem is the script alone sometimes makes other scripts stop abruptly.
I handled that problem by detaching the script everytime I set the game to NOT interactive.
It works flawlessly now, but I wonder if my solution was elegant...

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