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Messages - Pixelschmied

Pages: [1] 2
1
General Discussion / Re: WME 1.8.3 (Feb 9 2008)
« on: February 10, 2008, 11:39:08 AM »
Absolutely WMs,

At this point I would also like to thank you Mnemonic *great bow*. Very impressive what makes her everything  ::thumbup

thankfully greets,

Pixelschmied


2
Software and games / Re: FontMap - Free Bitmap Fonteditor
« on: February 05, 2008, 03:44:12 PM »
... once more, I searched around and found another free bitmap font generator. Very easy to use, e.g. you can make varying shadow to the font etc.

Here is the direct download link: http://www.tmw.nano-games.de/fed/setup.zip

I found this one in the GameStudio Forum. Here is the link to the topic: http://www.coniserver.net/ubbthreads/showthreaded.php?Cat=0&Number=509376&page=0&vc=1

bitmap greets,

Pixelschmied


3
Technical forum / Re: Free entities order
« on: February 05, 2008, 08:18:30 AM »
Hello Dionysius,

maybe I can help you with the hot spot. In my scene with the fountain I use the piece of fountain as free entity and the hotspot is a region entity. So I have the cursor only at the fountain. On my screenshot you can see it perhaps better.



I would make appropriate region entities. Hope it helps a little bit.

hotspot greets,

Pixelschmied

4
Software and games / FontMap - Free Bitmap Fonteditor
« on: February 04, 2008, 09:22:35 AM »
Hello WMs,

I found today a nice an free Bitmap Fonteditor, who calls FontMap. This App is very easy to use (you can switch the language from german to english) and perhaps it is interesting for you.

More info & download: http://www.purearea.net/pb/showcase/show.php?id=165#

With font greets,

Pixelschmied





5
Technical forum / Re: Question about LeftClick on Button/Inventory
« on: January 27, 2008, 03:46:53 PM »
Hello Mnemonic,

thanks a lot. It works perfectly. I was not quite sure where I must changing/modifed the LeftClick handler. I have tried a lot, but nothing worked fine. I may know now how to query window and buttons.

And thank you for the note about the attribute "IgnoreItems".

Nice WE,

Pixelschmied

6
Technical forum / Question about LeftClick on Button/Inventory
« on: January 27, 2008, 10:39:33 AM »
Hello WMs,

I search around the board/wiki, but I can't find any solution to my problem. I will try to explain. There are two opportunities to open the inventory. With the <TAB> key you can open/close, or you move the cursor to the top, it will brings a window and you can click on the "bag" to open/close the inventory. Or you can close the open inventory with left click on the "close" button.

Now my problem/question: If I pickup a item in the inventory and left click on the "close" button in the inventory or in the top on the "bag" button, the CanHandleEvent is active and the actor will talk his "use item-x with...". How can I disabled this handle? I wish that if you have a item-cursor you will not get any messages if you left click on the "close" or "bag" button. I find in the documentation the attribute IgnoreItem, but I don't no how and where to use it. Here is a little screenshot, so that you may be better understood.



Can anyone help me? Thank you in advance.

Pixelschmied


7
Hello metamorphium,

ah ok, because the value of the variable will not changed. I see even a more little light shines on  :) Thanks a lot for your help and quick-teaching.

With bravest coding greets,

Pixelschmied


8
Hello metamorphium,

thank you for your fast response. I think that I understand it. When the actor talk only once then the variable "doorTested" is set to true, and thus is the condition met. If I want the character always talk his sentence when "LeftClick" or "LeftDoubleClick" the e.g. door, I can make it as above because the variable is set to false and therefore the value is not set.

Is the way right? If so, then I see light at the end of the dungeon ;)

Nice day,
Pixelschmied


9
Hallo WMs,

I play around with this code-snippets above and I noticed - I hope I declare right-  that the function is not always invited. It sometimes works only one time, on another twice or it makes no problem. Confusing or? Perhaps I have too much coffee drunk :o.

I change into the function handleDoor() the global variable doorTested from = true to false, tested araound and now it is working always.

All have a good night,

Pixelschmied


10
Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: January 22, 2008, 07:52:55 PM »
@Schnuffel

Bis dahin werde ich meine Schnabeltasse auf Hochglanz halten und hoffen, dass derweil der Verschleiß von jungen Schwestern im Rahmen bleibt.

In diesem Sinne - Keep on rockin  ::rock

Schönen Abend noch,
Pixelschmied


11
Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: January 22, 2008, 06:17:59 PM »
Hallo Schnuffel,

auch von mir ein Lob! Gefällt mir gut, vor allem finde ich die Farb-Harmonien gelungen und der daraus resultierende Style. Ich wünsche Dir weiterhin frohes Werkeln und Durchhaltevermögen für das Projekt. Hättest Du einen alternden Rock-Gitarristen gesucht, hätte ich mich vielleicht angeboten ;D.

Gruß
Pixelschmied


12
Thank you very much for your help metamorphium. It works all fine and will continue to try to learn.

13
Hello WMs,

I have a door in my scene and if you "LeftClick" the actor "WalkTo" to this door and speaks a sentence. The same with "LeftDoubleClick" and "RunTo" with the same sentence. All works fine, but I have a question: It is possible that I set only once this sentence, because I do not want to do everything twice, because it's the same thing. I hope you can understand what I mean.

My door script look like this:

Code: WME Script
  1. on "LeftClick"
  2. {
  3.         actor.WalkTo(220, 621);
  4.         actor.TurnTo(DI_UP);
  5.         actor.Talk("This door is closed!");
  6. }
  7.  
  8. on "LeftDoubleClick"
  9. {
  10.         actor.RunTo(220, 621);
  11.         actor.TurnTo(DI_UP);
  12.         actor.Talk("This door is closed");
  13. }
  14.  


My idea was e.g.

var = WasClicked = 0;
and within on "LeftClick" and "LeftDoubleClick" I set the WasClicked +1
and after all I will ask if(WasClicked == 1)
{
actor.Talk("This door is closed!")
}

I don't know how I should do it. Thank you in advance for your help.


14
Technical forum / Inventory open/close with the same key
« on: January 11, 2008, 09:50:49 PM »
Hello WMs,

I just try to design my inventory like a RPG and all looks fine. It should be open/close via the <TAB> key and it will working to open the inventory, but not close with the <TAB> key! Here is the piece of code (I stop here with the <BACK> key), where is in my game.script under - on "Keypress". Can someone tell me what I need to do?

Code: WME Script

I thank you in advance for your help.

A few minutes later... I have now changed and it seems to be working by my Rookie-Coding  :o

Code: WME Script
  1. else if(Keyboard.KeyCode==VK_TAB && Game.Interactive && !Game.ResponsesVisible && !WinMenu.Visible) Game.InventoryVisible = true;
  2.  

I have here in this forum searched, but found nothing about my question above. That's why I posted it here. Hope, it is ok.


15
Technical forum / Re: Problem with hidden geometry make with Blender
« on: December 31, 2007, 03:05:47 PM »
Hello all,

it works, thanks the meshgods! I did trying all day yesterday and I am almost become mad. I have not thought to edit the "clipping planes" near -1.00 amend to 1.00.

Sorry for posting and if the moderators want to delete this topic, no problem.

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