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Messages - 2.0

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61
Technical forum / Re: WME 1.9.1 (Kinjal Edition, v1.8)
« on: May 16, 2013, 11:03:52 AM »
I am not absolutely sure, but try to use

Code: [Select]
VSyncEnabled=0

62
Technical forum / Re: WME Lite Download Question
« on: May 15, 2013, 08:44:34 AM »
Here is some descriptons:

http://res.dead-code.org/doku.php/wmelite:start

Here is links to latest version download section and some comments:

http://forum.dead-code.org/index.php?topic=5235.0

63
Technical forum / Re: WME Lite Download Question
« on: May 14, 2013, 04:17:02 PM »
If you can compile Mac code in XCode than you don't need to do anything else with it :)
But Mnemonic also includes in WME Lite compiled and ready app for Mac. In Windows it simply looks like a folder with the ".app" extension. And you need to place .dcp file somewhere in this folder (need to look at the docs, I don't remember now where's exactly) to run app on the Mac without buildind it in XCode.

Hey 2.0, I already make iPad games with WME Lite, but what did you mean for the Mac version "you need to include .dcp files in app". Would I need to do something different with the .dcp file for the Mac? I never really understood that part.

64
Technical forum / Re: WME Lite Download Question
« on: May 14, 2013, 07:16:12 AM »
You need to download both WME and WME Lite. Development tools contains in WME installation only (i.e. only PC version). During development of the game (on PC) you need to compile packages to distributing the game. Thereof you also receive one or several .dcp files - packages which contains all resources of the game, including graphics, sounds, scripts, etc.

This .dcp files (which you receive on PC) you can run on Mac/iOS with help of WME Lite runtime. For Mac version you need to include .dcp files in app, already existing in WME Lite. For iOS version you need to compile already existing app sources with included .dcp files.

Okay, so I take it there is only one download and depending on if you want to run your game on a PC or a MAC/IPAD, would be how you package it. Is that correct?

65
Apparently, AddSubframe adds the subframe at the end of the subrames list, while InsertSubframe can insert subframe in defined place of the list.
So, AddSubframe is a special case of InsertSubframe.

66
Technical forum / Re: sort array
« on: May 01, 2013, 09:02:15 PM »
I think that technically is very difficult (or even impossible) to implement sorting of arrays inside WME engine. Because the array can store in general any data types, not only numerical. And even data of different types in the same array. How to sort the array, in which first element is number, and second is string?

As for sorting argorythms, try to study this one: http://en.wikipedia.org/wiki/Quicksort
Java implementation of it (that can be easyly ported to WME script) can be founded here http://ru.wikipedia.org/wiki/%D0%91%D1%8B%D1%81%D1%82%D1%80%D0%B0%D1%8F_%D1%81%D0%BE%D1%80%D1%82%D0%B8%D1%80%D0%BE%D0%B2%D0%BA%D0%B0

67
Technical forum / Re: Memory problem - I need some tips
« on: April 30, 2013, 09:30:31 PM »
Yes, it is not too small. And maybe some sprites have parameter "Keep in memory" enabled?

project manager is set to 1280 x 720 but in game backgrounds are 1600 x 900. Because every screen has scroll.

68
Technical forum / Re: Memory problem - I need some tips
« on: April 30, 2013, 09:23:09 PM »
By the way, what resolution of your game? What size or the textures? It seems to me that the volume of occupied memory in 500-600 Mb is a bit too much (if it is the size displayed in a task manager).

69
Technical forum / Re: Memory problem - I need some tips
« on: April 27, 2013, 05:53:07 PM »
It is difficult to tell, without seeing sources.
Try to remove some game components one by one (actors, scene scripts etc.) and look if situation changes.

70
Technical forum / Re: Memory problem - I need some tips
« on: April 27, 2013, 04:54:25 PM »
Is there any objects (entities, windows etc) that you creates dynamically? Scripts that dynamically attaches? Is memory grows in time when you change locations?
If the system doesn't change its state, memory growing couldn't be explained more, except as special allocation of it.
Maybe something causes when character walks (or makes any other action including idle). Is the scene objects has actions?

71
Technical forum / Re: Animation always played to its last frame
« on: April 26, 2013, 03:15:54 PM »
Yeah, already readed docs. GetSpriteObject() works only with SetSprite().
So second attempt.
In SpriteEdit for all of your idle animations set Event parameter (enter the text): for first frame to FirstFrame, for last frame to LastFrame.
Then in your actor script add such code:

Code: WME Script
  1. on "FirstFrame"
  2. {
  3.         this.LastFrame = false;
  4. }
  5. on "LastFrame"
  6. {
  7.         this.LastFrame = true;
  8. }

Then in scene.script:

Code: WME Script
  1. on "LeftClick"
  2. {
  3.        while (!actor.LastFrame)
  4.           Sleep(0);
  5.        actor.GoTo(Scene.MouseX, Scene.MouseY);
  6. }

Sleep(0) - cause of your animation's frame delay may be lower than any your entered here value and thus your may catch infinite loop.
For example, frame delay is 50 ms, and used Sleep(100);
While loop "sleeps" 100 ms, animation meantime plays last frame with delay 50 ms (ans sets actor.LastFrame to true), and after that plays first frame with delay 50 ms (and sets actor.LastFrame to false). So for the next loop's iteration (after 100 ms) actor.Last frame will be false, again and again.

72
Technical forum / Re: Animation always played to its last frame
« on: April 26, 2013, 12:19:51 PM »
In general, from the gameplay's point of view this isn't so good. The player will wait for the end of the current action (animation) whereas he already gave the order and immediately wants to receive result - that is to begin the next action.
But purely technically it is possible to try. I will give very rough example, for me it is interesting too, will it work or not :)

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   Game.Interactive = false;
  4.   // after this and before actor start walking the game will be noninteractive to prevent of many "LeftClick" calls
  5.   // and redefinition of expectation of the end of animation that used in the next strings
  6.   var anim = actor.GetSpriteObject();
  7.   while (anim.CurrentFrame != anim.NumFrames-1)
  8.     Sleep(0);
  9.   Game.Interactive = true
  10. }

Exists probably more graceful decisions that includes for example using an event call by the last animation frame (that can be defined in the sprite editor), but for first time try to use this defined example.

73
WME Lite / Re: Dependences for Mac OS?
« on: April 25, 2013, 07:25:46 PM »
Yes, overall update would be very cool :)

74
Technical forum / Re: problem with opening a text file for reading
« on: April 25, 2013, 03:57:56 PM »
Hmm. Strange issue. Is the file exisits after reading from it?
Try to use something like this for first time:

Code: WME Script
  1. on "Load"
  2. {
  3.         global ToolStringFILE;
  4.         if (ToolStringFILE == null)
  5.              ToolStringFILE = new File(Game.SaveDirectory + "\GameDebugModeToolStrings.txt");
  6.  
  7.         if(ToolStringFILE.OpenAsText(1))
  8.         {
  9.                 // some code here, concerning reading from 'ToolStringFILE'
  10.                 ToolStringFILE.Close();
  11.         }
  12.         else
  13.         {
  14.                 Game.LOG("can't open the file");
  15.         }
  16. }

Also try to check attribute AccessMode before trying to open file. Maybe file already opened.

75
WME Lite / Dependences for Mac OS?
« on: April 24, 2013, 07:40:44 PM »
Hi Mnemonic!

Whether there is an opportunity to update dependences for Mac OS - with later SDL version, etc?

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