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Topics - Catacomber

Pages: [1] 2 3 ... 5
1
Technical forum / A bug?
« on: August 29, 2009, 07:09:23 AM »
Something has happened to my view of Mnemonic's avatar in the forum!  It is now 3d!   :o  Lol, I know I shouldn't post this here but it is just too tempting. You can delete this.  :  )

2
Technical forum / Visual C++ is annoying
« on: August 24, 2009, 05:05:39 AM »
Now that I have the Wintermute Source file hooked up to Visual C++, if I try to edit the inventory.def or responses.def files in my game, the code opens up Visual C++ instead of SciTe.  Can I change this?   

That's also true of editing base.inc and any of the scripts outside of the scenes.  I can deal with it but I like SciTe.

3
Just noting the beautiful beauty of 2d:

It's amazing 2d graphics--not a game--but note the beauty which can be expressed equally in a game as in a movie:

http://www.imdb.com/video/imdb/vi1877738009/

From what I understand, it's all 2d art.

Forgive me for loving the lasting beauty of 2d art:

http://www.popmatters.com/pm/post/109885-ponyo-is-a-breathtaking-2d-treat/

4
Software and games / Cheetah 3d
« on: August 07, 2009, 02:22:51 AM »
Has anyone used this?  I now am running Mac and Windows and this seems to be a good intro to 3d for those (like me) who have never used a 3d program before.  I know Blender is open source for Mac as well as Windows and I do intend to learn it--but this has gotten some good reviews for introducing new 3d users to 3d based on its controls.

http://www.cheetah3d.com/

5
Scripts, plugins, utilities, goodies / Source Code for a Word Puzzle
« on: August 06, 2009, 02:43:03 AM »
Here is my demo with source code for newbies to WME or scripting for a Word Puzzle. It includes using a particle maker and an overlay.  Overlays are cool.  You just have to remember to check the box that makes an object "interactive" or your overlay will be dead.  : )  How many times I have forgotten this.  In fact, I wish it were the default that the object is interactive.

To open the puzzle layer, tap on the alien.  Wait a short bit for her to open the puzzle layer. I put in a delay.  The layer is opened via her dialogue.

When you are finished and want to know if you got the word right, tap on the circle up top.  It will turn into a mushroom if you're right.  Also, the alien will tell you if you are right if you tap on her again after you close the puzzle layer.

There is a heavy clue at the beginning.  If you're not right, nothing will happen when you tap on the circle up top.   

There is code to reshuffle the letters when you leave the puzzle layer by clicking on the X.  This isn't really necessary, because you can still slide the letters around till you get it right.

If you're not right, tap on her again, she'll open the puzzle again.

This has a first person actor mode.

Thanks to The Derman for the code to slide the letters.  Thanks to Mnemonic for everything else.  :  )
Thanks to Maze for reminding me of X's and Y's through an old post he's probably forgotten.  :  )


http://www.box.net/shared/99sq018t45

6
Technical forum / Sliding a letter onto a spot
« on: August 03, 2009, 04:23:30 AM »
I've figured out how to code a scene so you can slide a scene object, for example, a letter around.

It's a word game.  I've done it where you have letters in a scene, take the letters into your inventory and slide them onto a specific slot for each letter to spell a word but I want to be able to not take the letters into inventory but just use them them in the scene and slide them onto slots in the scene to spell the word.  If they're wrongly in the slot, that's ok, you just have to do it over. 

I can slide the letters around but am having trouble getting them to stick on the slot that is meant for each one. 

I can post some code tomorrow if that would help. 

Just for my information, is it possible to use "on object"  for example "on LetterA" in the scene if Letter A is in the scene and not in your inventory---or does "on" only work with inventory items?  Thanks for any enlightenment.

I haven't exhausted every possibility but hoping someone has already done this. Thanks.

7
Technical forum / Using a sprite in inventory
« on: June 28, 2009, 06:32:52 AM »
I wanted to use a sprite of a door knob taken into inventory rather than just a png pic because the sprite lets me set the active point precisely on the handle so the handle connects nicely with the spot where it has to go.

BUT

In inventory the sprite is pushed way up so only the lower part is showing.  The sprite and the png it contains are the same size so I don't know why the sprite is pushed up so far in inventory.  Any thoughts?  I don't have to do it this way but it's more realistic. If I'm not clear I could put a screenshot.

8
Technical forum / Coloring a region
« on: June 25, 2009, 03:34:10 AM »
I have no problem changing the color of a sprite entity in a scene using make rgb.  But when I try to change a region's entity's color the same way, nothing happens.  The region entity is checked colorable (although it's grayed out) but nothing happens.  Any help is appreciated.  I can use a special effect to achieve the same thing I want to do with the coloring but I'd like to know why it's not happening via make rgb.  Thanks.

9
Technical forum / Color a sprite red
« on: June 22, 2009, 03:55:19 AM »
I'd like to color a sprite in the scene red while something is going on.  I searched the forum and found some script but it doesn't seem to work.

Any help is appreciated.

I found this script:

this.AlphaColor=MakeRGB("255, 255, 255, 255");



10
Technical forum / Coping with Theora
« on: June 06, 2009, 04:15:56 AM »
I use a lot of Theora videos and I had the same problem people have had of the split second reversal to whatever the background of the scene was before you move to the next scene after the video plays and that is very jarring. 

I solved that by doing what Metamorphium suggested in one post --- have a background scene that is a screenshot of part of the video that makes sense before you move to the next screen.  I did that actually before I saw his post when I was searching through the forum for something else.  :  ) 

But I have found a nice modification imho---by having the background scene be one thing before the video plays and then changing the background scene to what you want it to display after the video plays.  So now I can have an opening background with a pic and text, play the video and switch the background for a graphically compatible scene that makes a nice segue to the next scene:

Code: WME Script
  1.  
  2. #include "scripts\base.inc"
  3.  
  4. actor.Active = false;
  5. InventoryHidden = true;
  6. hud.Active = false;
  7. hud.Visible = false;
  8.  
  9. Sleep(5000);
  10.  
  11. Game.PlayTheora("Video\storm2.ogv");   
  12.  
  13. var b = Scene.GetNode("background");
  14. b.SetSprite("scenes\Storm\Afterstorm.jpg");
  15.  
  16. Sleep(100);
  17.  
  18. Game.ChangeScene("scenes\Vacation_House\Vacation_House.scene")
  19.  
  20.  

Having switched the image of the background I could even add a few particle matters or something to spice it up before you switch to the next scene.  :  )

11
Technical forum / "I can't use these items together"
« on: May 25, 2009, 07:07:21 AM »
Can I get rid of this phrase when I try to use an inventory object on something it can't interact with?

"I can't use these objects together."

I don't see the script where this causes this to pop up. But I would like to get rid of it.  Thanks for any help.

Also I think I saw a post here by Mnemonic that you could show the number of a certain item in your inventory.  If that's possible, how would I do that?  I unfortunately can't find that post.

12
Technical forum / Close up of inventory item
« on: May 21, 2009, 09:19:11 PM »
I ran across the answer to my question when looking for something else awhile ago and now can't find the answer.

I'd like player to be able to right click on an inventory item in inventory and get a close up of the item including a large font name for the item---this is for those who are older and have poorer vision.  :  )  It's important, imho.

Can anyone tell me the best way to do this?

One way I can think of is to make a close up layer that would appear on right click and code it so if you right click again the image closes.  Any other way to do this? 

Thanks for any help as always.

13
Technical forum / Query what image is in a node.
« on: May 20, 2009, 08:49:10 PM »
Is there a way to query what graphic image (for example cat.png)  is in a node so you can set that picture somewhere else?

14
Technical forum / Localizing into Russian
« on: May 16, 2009, 07:03:41 AM »
My partner is Russian and we have a Russian following.  I'm going to have to know how to do this eventually. Any tips?  Do I have to add a special font?  Are there any fonts I shoudn't use.

Any pitfalls to consider? 

Where can I find the procedure in the documentation?

15
Technical forum / Changing a sprite image in a layer
« on: May 05, 2009, 02:11:25 AM »
I have a closeup layer with a background image and then an entity containing a sprite image of a closed bureau.  I want to change the image to an open bureau.  I get this script error:

Call to undefined method 'SetSprite'. Ignored.

This is the script that is part of a puzzle that should change the image.  I tried Layer.GetNode instead of Scene.GetNode, that didn't work. Any help is appreciated:

Code: WME Script
  1. #include "scripts\base.inc"
  2. global Run1;
  3. global Run2;
  4. global Run3;
  5. global Run4;
  6. var x = hud.GetControl("loc");
  7. var Bur = Scene.GetNode("Bureau");
  8.  
  9. on "LeftClick"
  10. {
  11. if((Run1 == 1) && (Run2 == 1) && (Run3 == null) && (Run4==1))
  12. {x.Text = "Tinkle tinkle.";
  13. Bur.SetSprite("scenes\VHouse_Maid\Bureauopen.png");
  14. Run3 = 1;
  15. }
  16. else
  17. {x.Text = "Nothing happens.";
  18. Run3 = null;
  19. }
  20. }
  21.  



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