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Messages - eborr

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Technical forum / Forcing a response window to close
« on: February 22, 2017, 04:53:06 PM »
I wanted to programmitically  force a response window to close. Seemingly this is not possible as the visible state of the object cannot be altered, nor can it be destroyed. I image for good reasons this level of access is not available, and neither is there any capability to force the the response box to close with a statement like Game.GetResponse() =1.

I managed to code around the problem, but it's not an ideal result. By the way even Game.Reset() does not appear to affect an active response box

Why is there a single passanger onboard a colonization ship? Does the ship have a seed bank or something? Otherwise how is one person going to colonize a planet?

Other than that nitpicking, the game looks fantastic. Hurry up and release it!

Good comments, We have the answers to your questions - but guess what I am not going to tell you, play the game and all will be revealed. Glad you like the look it's a big plus for us to get a positive reaction from another mutie

I have had a look at Unity and tbh have some reservations, I know one team who moved away from it, as the functionality they wanted to use for the 2d elements were supplied by a third party, who simply were not keeping pace the development of the Unity core. I cannot afford to take the risk of spending months developing something on a platform where there is an unreliable third party dependency .

glad it helped

as to the lack of posting

perhaps we are apart from the guys promoting stuff, I am working really hard trying to get something ready for a crowdfund. It seems from looking around the net adventure gaming is still going strong, and I have not come across an engine that does what we need to do better than WME.

I fear for our next project we may have to move onto something else, the main driver behind that is the different platforms. I am not convinced on using WME lite, I am not knocking the work people have done, I am concerned that people with proprietary systems like IOS an Android will make changes which may games built on lite unusable.

2 thoughts  - 1 attach a script a move the containers x/y pixel by pixel in whatever way you want to move it.

2. Not tried this so it's a bit of a guess, instead of moving the character by a number of pixels per frame, change the hotspot, that should give you a level of motion.

my guess is that you have to move the container

General Discussion / Re: Wintermute an engine limited to slow paced games?
« on: November 22, 2016, 04:07:09 PM »

I think it's fair to say that WME was built to enable point and click adventure games, but genius of the core engine is that it is versatile enough to expand it to do a lot more.

As far as cursor control of characters is concerned the mini game Spank the Hero is an example of how you can achieve this

However what you need to be aware of is that although much can be achieved with WME if you are venturing outside of what it does very well, then the onus for the work will be on you. For example if you are looking to have melee or ranged weapons, WME offers very little help by way of physics - so all that side of the work you would have to code yourself.

For my current purposes the product is very suitable, but for the next thing we choose to do we may have to move on

Technical forum / Re: how to stop an actor's animation when music stops?
« on: October 29, 2016, 01:57:14 AM »
"dancing " and "stop dancing" are animation sets - which can form part of an actor definition in the same way that "talk" "walk" and "turn" are.

If you want more on this I suggest you read the section on actors in the documentation that comes with the kit.

The other and perhaps easier way to kill an animation is actor.Reset();

Technical forum / Re: How to update the items.items list
« on: September 24, 2016, 11:35:50 PM »
Just to make sure I have understood you correctly  - that what you are trying to do is to add items to a list within a saved game. The only logical reason I can think for doing this is that you are updating the game and want to allow users access to new items - or have I missed something ?

Irrespective of that looking at your code I personally wouldn't recommend the approach of detaching the game scripts, that seems to me to be a tad risky with not obvious benefit.

I don't believe the item file is a script file as such, it's more akin to data, so attaching/detaching it is probably not going to help.

You may have done this already but if I was trying to focus down on the problem I would be tempted to code something like this.

Code: WME Script
  1. on "event" // some trigger event
  2. {
  3.  var ValidInput = false;
  4. ValidInput =LoadItems("items\NewItems.Items",true); // where NewItems.items is your definition file containing the new items you wish to add
  6. }

When you have initiated the event simply step through the code keeping an eye on the ValidInput var - if it changes to true then your Items file has merged, if not then there is a problem,and I guess then go look at the definition file.

NB I have just tested this in the demo game and it works perfectly well

Technical forum / Re: Game.StoreSaveThumbnail(). - loosing tumbnail image
« on: September 24, 2016, 11:08:14 PM »
The only thing newer I thing I am using is
Code: [Select]
Game.StoreSaveThumbnail(); the rest is based on the old 3d demo still.

Yes but have you considered where you have added the code might be pertinent.

- As regards the menu screen saving that's interesting because when you save using the standard means, the system take a screen save with the menu window removed.

- A couple of suggestions,

1. do you get a similar set of events occurring without the StoreSaveGame() method, by that I mean, you save the game once, it works first time, then when you try a second save the thumbnail shows the menu.

2 - the 3d demo uses a different and rather more involved approach to menu systems than the other demo systems - I think you should experiment with the standard wme demo to see if you get the same effect.

3. And this is a guess, you might want to try to re-initialise the thumbnail with delete thumbnail to see if this has an effect

I had best start by declaring an interest here, I have been working on this project now for maybe 9 months or so. The reason why I was drawn to it, is that it embodies almost all of what was important to me as devotee of adventure games.

I first came to adventure game through the hitchhikers guide and then the colossal cave, before coming across a Lord of the Rings graphical adventure in 1986 running on a BBC micro. 

Then I moved onto to the Sierra Games, Space Quest, Police Quest and then Leisure Suit Larry.

Finally I got hold of Gabriel Knight, and I was in P & C heaven.

I was looking to work with a game that offered the potential for total immersion into the world of the adventure.

Just like any decent science fiction or fantasy novel the world of the adventure game needs to be believable. It can be fantastic, but it needs to be consistent.

Unlike most of the computer games that are around with K'nossos Nikola has accomplished this. He has taken a strong original story and combined this with an otherworldly consistent graphic approach which evokes a feeling of strange sparseness, reminiscent in my opinion of the Sierra interpretation of Arthur C. Clarkes Rama.

If you like playing adventure games, I would encourage you to follow the development of this project which will be updated through the normal channels of facebook, and relevant websites.

On a technical note, the game is being developed in WME, as it is still the best tool for developing 2D games, and though this sadly may be the last project we use the tool for, it is currently handling all the technical challenges thrown at it.

if you want further info about the game, please put up a post in this thread, send me a pm or contact Nikola through the email address in the previous post - and please tell your friends

Technical forum / Re: Game.StoreSaveThumbnail(). - loosing tumbnail image
« on: September 08, 2016, 05:53:44 PM »
I might be able to help if I could see the code, if you would care to share  :)

Hopefully someone has a more elegant solution to this problem other than the kind of hack I currently have in mind

The default behaviour on use of the escape key is to bring up the "mainmenu" - this works fine, and I am able to adjust it where necessary, specifically during window operations where I can change the mode of the window to exclusive to trap the escape keystroke.

However I have this situation. The game is making extensive use of windows to provide specific interfaces within scenes. So I have the circumstance where I load an ingame window and if I then press escape, I bring up the main menu all well and good, including if I select resume the ingame window  is then revealed. However the mainmenu has an option which is tutorial - this takes user to a new scene - and the ingame is revealed.

The use of the exclusive attribute is an option, but the problem with this is that it does not allow for the interaction with scene objects.

Given that there could be n number of ingame windows the option of testing to see where the window is active and de-activating prior to the tutorial load is not one I really want to follow.

So my thoughts are as follows

1. To amend the escape key code so that windows are unloaded as part of that sequence or alternatively creating a routine which is able to test any number of windows and if they don't meet certain conditions unload them.

2. Anyone has any better ideas - they would be gratefully received

Technical forum / Re: New line character
« on: June 29, 2016, 12:29:17 AM »
Worked for me thanks

Technical forum / New line character
« on: June 21, 2016, 07:45:07 PM »
apologies if there is a simple answer to this, but is there any way of forcing a a new line  into a text string such as the c type '\n' So that new paragraphs can be created in control objects

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