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Messages - Dan Peach

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61
WME Lite / Quick start guide
« on: July 13, 2012, 11:37:35 AM »
Hello muties,

Thought I would make this simple quick start guide for people, who like me, don't have a lot of prior Mac experience, and who are struggling to understand how to get started using WME Lite to make an iOS game.

It is by no means a complete guide, and I make no claims as to its overall accuracy. It is simply what I have learnt, and what I have done, to get a game running on my iPhone. It should be used mostly as a jumping off point to get you started. :)

So, to get a game up and running on your iOS device you need 6 things:
1) A Mac
2) Xcode (downloaded from the app store on your Mac)
3) The WME Lite source code
4) The dependencies for graphics and sound
5) The data.dcp file from your Wintermute project.
6) An iOS developer account.

The source code
The source code cannot be downloaded in a simple .zip file as you might normally expect. It is stored online in a "repository". A repository, as I understand it, is simply a place online that is used to easily manage project code. In order to download the source code, you need to connect to this repository with a client. Once connected, you then "checkout", which will download the files contained within the repository to a folder you specify.

Downloading the source code
Luckily Xcode on your Mac has a built in client that will allow you to connect to the repository and download the source code.

When you open Xcode you should be presented with a "Welcome to Xcode" screen. The second option down is labelled "Connect to repository". You should click that.

You should then be presented with a screen asking for a "location". In this "location" field, you should enter http://wmelite.googlecode.com/svn

After you enter the address, it should say underneath that the "Host is reachable", and give you a new button marked "checkout". Click "checkout".

A familiar "save as" window will then pop up. In the "save as" field, enter the name that you wish to use for the folder where the files will be downloaded. Then navigate to the location where you want this folder to be. I just put it in the general "document" location. Then click "checkout" again. It will then say it's "checking out" and the files will be downloaded into the folder you specified.

The dependencies
To download these dependencies, simply go to http://code.google.com/p/wmelite/downloads/list and download the file marked dep_xcode-ios.zip Download them straight to your Mac as it's just quicker than downloading them to PC and transferring them.

Once downloaded, double click the .zip file to "expand" the files into a new folder. This is just like "extracting" them on your PC. Open this new folder.

Open a new "finder" window, go to the folder where you downloaded the repository files, and navigate to the folder trunk/xcode-ios/dep

Select the unzipped dependency files and drag them over to the "dep" folder.

Your data.dcp file
Copy this over to your Mac, and place it in the trunk/xcode-ios/wmelite folder.

Opening the Xcode project file
In the trunk/xcode-ios/wmelite folder, you will see a file called wmelite.xcodeproj. If you double click that, it will automatically load the WME Lite iOS Xcode project file.

At the top, select iPad/iPhone simulator, and click the play button to run the game in the simulator. Keep in mind though that the simulator doesn't really replicate an actual device at all, so it's best to test the game on a real device. :)

Running the game on a real device
In order to test the game on a device, you need to do 4 things:

1) Create and download a developer certificate.
2) Create an App ID.
3) Register your devices.
4) Create and download a provisioning profile to each device.

This is perhaps the most difficult area of the whole process to grasp, at least for me anyway, but there is a quick introductory guide here:

http://www.techotopia.com/index.php/Testing_Apps_on_the_iPhone_%E2%80%93_Developer_Certificates_and_Provisioning_Profiles

And plenty more in depth information in the iOS Developer Library here:

http://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/DevPortalGuide/Introduction/Introduction.html

That's it. Hope this post is useful. :)

62
WME Lite / Re: Quick source code download question
« on: July 13, 2012, 10:43:46 AM »
Ah good, that was the one I was using anyway. Thanks Mnemonic. :)

63
WME Lite / Re: Confused on how to start.
« on: July 12, 2012, 07:56:02 PM »
Once someone answers my source code question, I'll outline the steps I took to get a project up and running in Xcode. :) Took me a while to figure it all out since I'm a total novice at using a Mac. :)

64
WME Lite / Quick source code download question
« on: July 12, 2012, 07:51:13 PM »
Hi,

I just realised that I connected to the "trunk" folder in the repository, and have used the files in there for my iOS project.

I have just connected to http://wmelite.googlecode.com/svn and checked out from there, and have noticed that the source code now appears to be in 3 different places. It appears to be in "tags/version-1.0.0" and in "tags/version-1.0.0-final" and yet again in the "trunk" folder.

Soooo, my question is, which should I be using?

Thanks. :)

65
WME Lite / Re: Do I have to have a Mac?
« on: July 10, 2012, 03:53:30 AM »
You need a Mac to compile WME Lite in Xcode.  :(

66
Technical forum / Re: Split String into individual characters
« on: July 07, 2012, 01:57:20 PM »
Perfect! Thank you.  :)

67
Technical forum / Split String into individual characters
« on: July 07, 2012, 03:23:37 AM »
Howdy,

How can I split a string into the individual characters? Everything I've found elsewhere says that String.Split(""); should work, but it doesn't - that appears to just return the entire string.

Thanks.  :)

68
Technical forum / Re: Stopping a custom method
« on: July 05, 2012, 02:25:00 AM »
Ok, I seem to have solved this problem (for my simple purposes) by unloading the window, then immediately loading it again. Works ok now.  :)

69
Technical forum / Stopping a custom method
« on: July 05, 2012, 12:53:24 AM »
Good day  :)

So, I have this custom method in the script of my caption window:

Code: WME Script
  1.  
  2. method DisplayCaption(var Text)
  3. {
  4.  var CaptionText = this.GetControl("caption");
  5.  CaptionText.Text = Text;
  6.  this.Visible = true;
  7.  Sleep(5000);
  8.  for(var i=10; i>=1; i=i-1)
  9.   {
  10.    this.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
  11.    Sleep(20);
  12.   }
  13.  this.AlphaColor = MakeRGBA(255, 255, 255, 0);
  14.  CaptionText.Text = null;
  15.  this.Visible = false;
  16.  this.AlphaColor = MakeRGBA(255, 255, 255, 255);
  17. }

So when someone clicks a hotspot, I send some caption text to this method, and the window becomes visible, displays the caption text, waits 5 seconds, then fades out and becomes invisible again.

This works fine initially, but the problem is if a player clicks another hotspot, it just runs this method again, whilst the first instance is still running, which means the window always goes invisible after the first 5 seconds are up. Making sense? Good.  ;)

So, is there a way to cancel the first run through if a player clicks the same hotspot again or clicks a new hotspot, so that there is only ever one instance of this method executing at any one time?

Thanks.

 :)

70
Ha! Thanks man. I never thought to check there. I'm so happy it's that simple. Thanks again.  :)

71
Good evening,

Basically, when you click an inventory item, the item becomes the mouse cursor, and the image is temporarily removed from the inventory, leaving a space. But, I wish to click the item, and have it highlighted instead, whilst NOT changing the mouse cursor, and NOT leaving a space in the inventory. The player will then simply move the cursor as normal until they click another scene object to "use" the SelectedItem on.

Is this possible? I'm thinking maybe not, but I'm just asking anyway. :)

Thanks.

Dan.

72
Technical forum / Re: "Startup settings must be...."
« on: May 20, 2012, 11:26:53 PM »
Sorry man. I knew you'd tell me to do that.  ;)

I forgot to note it down - it was over so quickly - it was several different things about "integers" being between X and Y. It's not done it since yesterday anyway, so hopefully it's resolved itself now. If it does it again, I'll note it down exactly I promise.  :)

73
Technical forum / "Startup settings must be...."
« on: May 19, 2012, 09:53:24 PM »
Helloooo,

ProjectMan seems to have developed a problem where I keep getting some error message popping up telling me that the "Startup settings must be this, that or the other". The only thing I changed is that I added a new folder which I promoted to a package with priority 2.

I've installed and reinstalled WME, but it still does it. Never done this before. ARGH!!!! Help please...?  :)

Thanks.

74
WME Lite / Re: Sound issues
« on: April 22, 2012, 10:56:52 AM »
Ok, that weird breaking sound issue seems to have mysteriously disappeared now - didn't do a thing, so dunno what was causing that - game appears to run fine on the iPod.  :)

Still won't set the channel volume to zero though. Is that a limitation of WME Lite?

75
WME Lite / Sound issues
« on: April 22, 2012, 07:22:03 AM »
Helloooooo,

Having a little sound issue. I use a script (in the PC version of Corrosion) in a loop to randomly select background sound tracks. It selects one of 4, plays it, waits 10 seconds, then selects another one to play. I attach this script in the game's first scene, and leave it attached. Works fine on the PC, but I've got the game running on my iPod Touch now, and the sound is breaking up everytime I tap to move to a new scene, which is a lot since this is a slideshow style 1st person game. Sometimes it stops playing tracks in the middle of the track, and starts playing another one. It's just not working the way it's supposed to. Sometimes it switches tracks when switching scenes. In another script I set the volume of channel 1 to 0, whilst keeping the music playing (just with the volume set to 0) and that doesn't work either.

Any ideas?

This is the random track script that I use:

Code: WME Script
  1.  
  2. #include "scripts\base.inc"
  3.  
  4. global RandomMusic1To4;
  5. global WaitForMusic;
  6.  
  7. if(Game.PrevSceneFilename=="scenes\intro\intro.scene")
  8.   {
  9.    Game.PlayMusicChannel(1, "music\Corrosion V1 M.ogg", false);
  10.   }
  11.  
  12. while(true)
  13. {
  14.  
  15.   {
  16.    Sleep(1000);
  17.   }
  18.  
  19.  if(WaitForMusic) Sleep(10000);
  20.  
  21.  WaitForMusic = true;
  22.  
  23.  RandomMusic1To4 = Random(1,4);
  24.  
  25.  if(RandomMusic1To4==1) Game.PlayMusicChannel(1, "music\Corrosion V1 M.ogg", false);
  26.  else if(RandomMusic1To4==2) Game.PlayMusicChannel(1, "music\Corrosion V2 M.ogg", false);
  27.  else if(RandomMusic1To4==3) Game.PlayMusicChannel(1, "music\Corrosion V5 M.ogg", false);
  28.  else if(RandomMusic1To4==4) Game.PlayMusicChannel(1, "music\Corrosion V6 M.ogg", false);
  29.  
  30.  Sleep(1000);
  31.  
  32. }

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