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Topics - jimm84

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Technical forum / Script issue with a 2 frame sprite in a scene
« on: February 26, 2014, 11:28:09 PM »
Hello there, I was hoping someone could help.

I have sprite on my stage that has a 2 part animation to it. Frame 1 ( a crack ) Frame 2 ( a massive cavity) I'm basically going to have so when an object is tossed at the wall the crack opens up (frame 2) and then you can step through to the next scene.

It appears to half work with the script attached

#include "scripts\"


var wallcrack = this.GetSpriteObject();

on "frame1"

It pauses but spits back and error saying...

untime error. Script 'scenes\Room\scr\wallcrack.script', line 5
21:57:   Call to undefined method 'GetSpriteObject'. Ignored.
21:57: Runtime error. Script 'scenes\Room\scr\wallcrack.script', line 5
21:57:   Call to undefined method 'GetSpriteObject'. Ignored.

Could anyone give any pointers to what I have done?

Thanks for your help.


Hello, a plug offering my skills to work on your games projects. I work as a designer and illustrator by trade with over 5 years commercial experience. I'm currently looking for paid work for the new year and would love to work collaboratively. If you feel I'm suitable for your current project please get in touch via my website or send me a message. :-) I am also based in London.



Technical forum / How to Wrap/ WME Project
« on: December 09, 2013, 11:56:07 PM »
It's been a few months since I last used WME but I'm now wanting to crack back on with my micro project!

In a nut shell what is the best method for packaging the game into installer that offers all the, icons, splash screens, task bar etc?


Hello again! I was wandering if someone could help with this. I'm trying to get a script to communicate with a previous scene (we'll call it scene1) when the sprite object is interacted with and an animation is triggered I want an object/item to vanish from scene one. Now... can I in the script place an absolute path (scene1/item1.stone.Visible = false;) or would I need to do this by a different means?


on "Stone"
  actor.Talk("That should do it!");
  Game.Interactive = true;
  var stoneonfloor = Scene.GetNode("stone");
  stoneonfloor.Active = false; (the bit that should communicate?)

Thanks for you help all! :-)

Hello, this is an elaboration on a previous question. I'm having troubles with getting the scene init script to recognize an action.

I have - made an animation work by doing ... on 'lastframe' { boulder.Pause ); so when an object is clicked/item used on it, it plays and stops which is fine until.... I want it to stay on last frame when the scene is new loaded. Every time the scene is loaded the animation reverts back to first frame and I want to stayed on 'lastfame'! I want to set this in the the scene init script but i'm having troubles. It might be worth mentioning that the 'on lastframe' is attached the scene sprite (the boulder) and not Sceneinit

If anyone could help with this I would appreciate their help.

Thanks  :) 

Technical forum / ITEM WITH SPRITE
« on: April 09, 2013, 10:52:24 PM »

Could someone help?

 I was wandering how you use an item from the inventory with scene sprite? So you select your item, use it with scene sprite, animation happens, item vanishes from inventory?


Technical forum / Script initiates extending the floor after an event
« on: April 07, 2013, 09:08:01 PM »
Figured I should start a new thread. I'm playing with script becoming more familiar with WME work area...

Now for the thing I would not have a clue how to do. Imagine a pit and you can only stand on one side. You trigger an event and the bridge comes down and then I want the character to be able to step across bridge and exit the room.

So... can't step across the room. interact, cause bridge to come down and then you can step across.

Would a solution be to stop the character from moving in the init script or something similar (the floor is present the whole time) and once the event of the bridge has happened the character can move?

Thanks, :)

Technical forum / Invalid Images with PNG
« on: February 21, 2013, 12:13:35 AM »
Hello, sanity check. I have outputted a png sequence ( a water drop ) with a slight opacity and it keeps giving me an "invalid image" error when i go into level edit.

All appears to be fine in the sprite maker and I have used other pngs to make sprites elsewhere - they work. Could anyone give me any clues as to what I could be missing..? is it the opacity of the waterdrop within the PNG causing this issue or is something else?

thanks for your help.

Thanks, :P

Technical forum / New to WME scripting
« on: January 31, 2013, 07:51:13 PM »
Hello all, I have just started re-learn WME, I have completed the tut and now I'm getting my head round it by designing a little 2 level micro game. I'm really impressed with WME and the language reminds me of AS2.

Now i'm getting the stages of scripting and inventory bits - so I thought I would ask the veterans.

for argument sake, if i wanted a "?" to hover over all interactive objects and then you "look at (interact)" and the object becomes discovered (named) so "?" changes to "object name (fork)"
how complicated would that be to manipulate in the code?

Last one in terms of object orientated programming and changing frames. Is it straight forward for to make and object change its state by repeated actions (frame 1 frame 2) or the "if condition" of something on a stage? example: character kicks wall, crack appears, kicks again crack widens, again wider and so on and so on?

Thanks for any help on this.

Regards, ::wave

Community bulletin board / New Friend! Hello!
« on: April 19, 2012, 10:36:28 AM »
Hello all! I've just started getting my teeth sunk into WME, I live in London, work with flash web + illustration and now want to learn more about WME.
I've currently played around with the tut and and got that working. Now doing the more advanced stuff trying get my head around scene items etc.

Cheers! ::beer

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