Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tinchopunk

Pages: [1] 2 3 ... 6
1
Game announcements / Re: Little Blog Adventure
« on: September 11, 2012, 02:15:18 AM »
i love it it´s really perfect

2
great game

3
Technical forum / blender 2.63
« on: June 20, 2012, 03:54:36 AM »
Any help to use 2.5d with blender. Cose all i saw was for an older version of blender. Any help with be usefull.
thanks

4
Game announcements / Re: Escape from the Mansion [Working Title]
« on: December 05, 2011, 04:13:41 PM »
really cool style i love it ::rock

5
Game announcements / Re: El eternauta
« on: April 25, 2011, 02:11:28 AM »

6
Technical forum / Re: Another exporting actor to .x question
« on: April 23, 2011, 04:34:08 PM »
If you have al in biped you have a lot of tutorials on the web to atach all the animation, in my character i has a biped walk animation, but the rest of them i made it each other in the same file.

7
Technical forum / Re: Another exporting actor to .x question
« on: April 22, 2011, 07:19:45 PM »
I understand that you have to make all individual character with each animation tougether in one file, you have to look to atach animation in one file.

8
Technical forum / Re: Another exporting actor to .x question
« on: April 22, 2011, 06:38:25 PM »
On the tutorial i think the idea is to look the 2 examples, like the first one for static mesh, and the other one the mesh and the animation.

9
Technical forum / Re: a lot of new things
« on: April 21, 2011, 08:55:10 PM »
Ok and the inventory, the idea is a big transparent window with only an object, with arrows you can change the object

10
Technical forum / Re: a lot of new things
« on: April 20, 2011, 11:50:26 PM »
Ok no proble, but thats not the important, the idea is when you are in the zone mybe a caption down in text and could take o look or something

11
Technical forum / Re: a lot of new things
« on: April 20, 2011, 02:34:32 PM »
ok i´m tring to do some stuff first idea you are walking and you have some interactive object move head. the first thing i made is region entity so when you are there you turn the head, ok i put the region, and wich comand i have to put in the script:
on "ActorEntry"
{
   
}

then if i enter "space" key make some default action like look or "intro" key to take the object...
any help?

thanks

12
Game announcements / Re: Face Noir
« on: April 20, 2011, 02:44:16 AM »
really looks great!!

13
Technical forum / Re: a lot of new things
« on: April 19, 2011, 03:43:55 PM »
geometry done!! it´s not working the same i was thinking but is done.

Ok sorry for my to many post :)
A better example i want to make with the inventory is this:

http://www.youtube.com/watch?v=KrUUvwU3YzM&feature=related

it´s a game i made in DAGE how can implement the inventory system?
thanks
 MArtín

14
Technical forum / Re: a lot of new things
« on: April 18, 2011, 09:44:24 PM »
Well ok i will solve with 2d sprites, but ani solution with the lips of the character? Another thing i have an old code from the forum for the inventory, any one has a working inventory like old grim fandango? The simple thing of a scene with a hand selecting objects and to activate with i key and arrow to change objects ans space to select
another thing is i make this:
so the idea is when it came from other scene mode to a better x,y but doesn´t responce always go to the default point...
#include "scripts\base.inc"


// here comes the stuff which initializes the scene

// I want the actor to say something the first time the game is played
// And I want the actor appear in different places depending the place (Previous Scene) he came from.


switch(Game.PrevScene)
{
   case "":
   case "Front":
      actor.SkipTo(519, 525);
      actor.Direction = DI_UP;
    
      break;
    
   case "Back":
      actor.SkipTo(488, 239);
      actor.Direction = DI_UP;
      break;

   case "escalera":
      actor.SkipTo(296, 548);
      actor.TurnTo(DI_RIGHT);
       break;

   default:
     actor.SkipTo(519, 525);
      actor.Direction = DI_UP;
     Game.Interactive = true;
     break;

}

actor.Active = true;

15
Technical forum / Re: a lot of new things
« on: April 15, 2011, 05:11:56 PM »
another things i have my animation "habla" wich is talking animation
i put:

actor.PlayAnimAsync("habla");
actor.Talk("Tanta gente muerta por esta extraña nevada");

but the animation don´t work he is on "idle" animation


mmm solved changing name of animation to "talk" but i have another problem, the character uses biped animations but i move the mesh for the talk and i can´t saw it in the animation only the head moving but in max i play the animation ok moving lips

Pages: [1] 2 3 ... 6

Page created in 0.039 seconds with 19 queries.