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IRC channel - server: waelisch.de  channel: #wme (read more)

Pages: 1 [2] 3 4 ... 10
 11 
 on: September 09, 2017, 04:13:09 PM 
Started by bamyito - Last post by HelLRaiseR
Yo tengo por ahí el código del Wheels on Fire, que se abandonó, hubo una primera versión en 2D y otra en 2.5D, la mas reciente tenia las ventanas de configuración del sonido, un sistema de diálogos bastante chulo con las caras de los personajes que lo adapté a partir de la demo de dreamweb, opciones de música y volumen, velocidad de subtitulos, el sistema de guardado y cargado integrado, creo, la interfaz de usuario con sistema MonkeyIII, me parece que ya estaba finiquitado el sistema multiidioma, en fin, mucho trabajo ya hecho.

Si te puede servir no dudes en pedirmelo, al menos no irá a la basura.

Contactame mejor por e-mail, aqui entro muy poco. Te paso un privado.

 12 
 on: September 06, 2017, 12:59:16 PM 
Started by Mnemonic - Last post by SvarunGames
Figured as much, still - better to ask than to ruin the concept :)

 13 
 on: September 05, 2017, 11:42:42 PM 
Started by Eric Matyas - Last post by Eric Matyas
New music is ready for everyone...

On the Events/Travel 2 page we have:
"Over a Mysterious Island"
http://soundimage.org/events-travel-2/

On the Sci-Fi 6 page we have:
"Ominous Sci-Fi Menu" (Looping)
http://soundimage.org/sci-fi-6/

On the Action 2 page:
"Fantasy Racing Game Menu" (Looping)
http://soundimage.org/action-2/

On the Fantasy 7 Page:
"Forest Drama"
http://soundimage.org/fantasy-7/

On the Funny 4 Page:
"Candy Rush" (Looping)
http://soundimage.org/funny-4/

And on the Puzzle Music 2 page:
"Happy Puzzler" (Looping)
http://soundimage.org/puzzle-music-2/

Have a good week.  :-)

 14 
 on: September 05, 2017, 02:29:24 PM 
Started by Eric Matyas - Last post by Eric Matyas
A bunch of new wood texture images are ready, both standard and seamless, on my TXR - Wood page.

http://soundimage.org/txr-wood/

I hope some of them are helpful.  :-)

 15 
 on: September 03, 2017, 08:07:49 PM 
Started by ylegrand - Last post by ylegrand
Hi Mot,

 That makes perfectly sense. Without seeking excuses, I come from the PHP which can be much more lax in terms of declaration/definition of variables. So it didn't jump out at me.

Thank you very much for taking the time to re-explain me the basics. Highly apprecieted.

I wish you both a good evening.

 16 
 on: September 03, 2017, 12:57:47 AM 
Started by K. Janeway - Last post by Mot
Hej  :)

Congratulations, K. Janeway !!! You did it  :D

 17 
 on: September 03, 2017, 12:12:12 AM 
Started by ylegrand - Last post by Mot
Salut ylegrand

I think you misunderstood what Mnemonic wrote.

You can keep the definition of your custom global variable within base.inc

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

global Scene;
global Keyboard;
global actor;

global MyCustomVariable;

Then in a script that is executed only once (such as game.script), you give it the initial value.

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

//setting default values

MyCustomVariable=0;

Why should you assign its initial value in a script that is executed only once? Because you don't want to reset its value multiple times (unless that's what you intend), as it would be the case if you initialized it in a frequently called script or in base.inc (that is included by default in many scripts).

Quote
Does it mean that I need to control the existence of my globales eveywhere I use them in my scripts ?

If you define your global variable within base.inc, as you can see above, as long as you include in your scripts this line (which by default comes along in scripts created from a template): #include "scripts\base.inc" you can just go ahead and use your custom global variable.

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

...

MyCustomVariable = somefunction ();
MyCustomVariable = MyCustomVariable + 3;

//The initial value is no longer there, now my custom global variable holds the last value I assigned it

Notice the difference between defining a global variable, initializing a global variable and using such global variable.

 18 
 on: September 02, 2017, 02:00:22 PM 
Started by ylegrand - Last post by ylegrand
Hi,

Thanks a lot for your quick answer. I did first a small test it by placing a global definition in the game.script. I get the folloing log error :

Code: [Select]
15:03:58:  Compiling script 'actors\Migounette\Migounette.script'...
15:03:58:    Error@line 16: Variable 'Statevelo' is referenced but not defined

Does it mean that I need to control the existence of my globales eveywhere I use them in my scripts ?

 19 
 on: September 02, 2017, 01:59:21 PM 
Started by ylegrand - Last post by ylegrand
Good afternoon again!

First, sorry to spam the forum lately, I feel like I'm the only one struggling :)

Let me explain what I want to achieve: I have a scene in which there is a shop. I perfectly can create another scene for inside the shop, but for the technical challenge I tried to include the "inside the shop" scene as inside a window. A small screenshot can explain it better:



I perfectly manage to include talking and not talking entities thanks to the entity containers, and to interact with them.

But (there is a but) I have mainly 2 problems:

  • I'm not able to store this window in session, so every time I open it seems to create a new entity of my window.
  • When my window is open, I'm not able to access it in the scripts attached to its entities. Eg : in the "saler" script, I want to access another entity of my window.

Could you please confirm if my goal is inline with the WME window regular purpose? If yes, do you have any advice?

I intentionally omitted to publish the scripts, but if necessary I will share them with you.

Thanks a lot for your time :)

 20 
 on: September 02, 2017, 01:48:52 PM 
Started by Mnemonic - Last post by Mnemonic
If the demo is nearly finished, feel free to add it. The idea here was not to highlight projects that will never be finished (we are all too enthusiastic when starting new projects... :) ).

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