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Topics - sharkbait

Pages: [1]
1
Done / Bitmap Font using PNG with alpha channel
« on: March 14, 2007, 11:57:48 PM »
Hi,

I've been trying to use a PNG image of a nice multi-coloured, smoothly outlined font using an anti-aliasing alpha channel to create a Bitmap Font. Unfortunately, WME appears to treat alpha values as either fully opaque or fully transparent. On a light background, the problem isn't noticible, but on a dark area of the screen, the semi-transparent outline pixels appear as gray dots. Is this a current limitation or is there as property I need to change? The only related setting I have found so far is using an ALPHA property for colour-key transparency.

Cheers

2
Technical forum / Inventory Item not Visible
« on: February 12, 2007, 01:53:46 AM »
Hi,

I'm experiencing a very strange problem with the inventory. I am planning to use multiple inventories attached to multiple characters. When I get a character to pick an item and place it in the (empty) inventory, it is automatically removed from the scene, however the item is not visible in the inventory. The weird thing is that the right scrolling button within the inventory becomes enabled and if I click it, the left scrolling button is enabled while the right is disabled again. So it is as if the inventory contains the item but for some reason it is not displayed, and nor am I able to pick up the item from it.

Here is what I've done:

Code in game.script:
Code: [Select]
// load our main actor
g_actor = Game.LoadActor("actors\Player\Player.actor");
Game.MainObject = g_actor;

// attach inventory to actor
Game.InventoryObject = g_actor;

The scene item is a sprite region called 'book' with an associated scene/scr script:
Code: [Select]
#include "scripts\base.inc"

on "LookAt"
{
  g_actor.GoToObject(this);
  g_actor.Talk("Hmmm.. it's the WME manual.");
}

on "Take"
{
Game.Interactive = false;
g_actor.GoToObject(this);
g_actor.Talk("I'll take it.");
g_actor.TakeItem("book");
Game.Interactive = true;
}

on "Talk"
{
  g_actor.Talk("Shouldn't I read it instead?");
}

on "LeftClick"
{
  g_actor.GoToObject(this);
}

The 'book' item itself is defined by some images, a script and an entry in item.items:

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

on "LookAt"
{
  g_actor.Talk("Guess I should read through this...");
}

on "Take"
{
}

item.items entry:
Code: [Select]
ITEM
{
   CURSOR_COMBINED = TRUE
   CAPTION = "WME User's Guide"
   NAME = "book"
   IMAGE = "items\book.png"
   CURSOR = "items\book.png"
   CURSOR_HOVER = "items\book_h.png"
   SCRIPT = "items\book.script"
}

I'm really stumped on this problem, as no error is being issued, so I have no idea why the inventory is refusing to display the item.
Hope you can help,
Regards,
Sharkbait

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