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Messages - Birdline

Pages: [1] 2 3 4
1
It must be theora video (.ogg), not avi
You have to convert the avi to ogg

2
Technical forum / Re: Quest log
« on: May 03, 2009, 10:32:23 AM »
And lastly but most importantly, I'd like the quest log to be filled up as the player encounters a quest, so that whether it's quest 1 or quest 15, the encountered quest shows up in the log as the first one.
I don't agree. I put quest No 15 to its position. The above space is empty (until the other quests are taken/solved).
This way the player knows that he missed something (1-14)

Spyros

3
It is not so simple.
Making a 16:9 game does not mean it can be played to every 16:9 monitor
See this http://forum.dead-code.org/index.php?topic=3185.15

Case 1: Play with Black banners around (no fullscreen)
In this case there is no problem.
Pick ANY resolution. The game will play to ANY monitor with bigger resolution

Case 2: Play in Full screen
In this case we have BIG problems. (depends on the video card drivers)
I made a test game at 1280X800. Played on various PC with monitors 1680X1050, 1920X1200 and Ati/Nvidia cards.
I never got proper full screen play. There is always a very big distortion.
The reason is that the driver does not report 1280X800 as a valid resolution,
so WME uses the so called Backup resolution which in my case is the ugly 1600X900.
The game looks terrible. The 1280X800 is stretched to 1600X900.

So (from my tests), if you want to play in full screen, choose standard 1024X768.
There will be a little distortion on widescreen monitors, but you will always have full screen.

To be honest, this is the reason I stopped (for now) with my game.
I started to making it a wide screen game, but with all these problems .... I don't know..
(making 2 versions? well too much work!!)

Only solution would be if WME could scale, but it does not.

Spyros

4
Technical forum / Re: Shadow from 3DS light source?
« on: April 06, 2009, 07:54:24 AM »
I think this is not possible.
In the 3ds file,
You define the objects that receive shadows,
and you can place your lights (8 max), but they are used only to light up your actor.
They are not used for the shadows.
So, you have only LIGHT_POSITION { -40, 150, 40 }

Spyros

5
Technical forum / Re: Music Plays Too Long
« on: March 22, 2009, 01:04:04 PM »
If you want the music to continue from one scene to another, you don't have to do anything.
Once the music starts, it will play always (until you stop it).

If you want to temporary stop the music and start again from the same point (not from beginning),
you must use Game.PauseMusic() and then Game.ResumeMusic()

Spyros

6
Technical forum / Re: cursor over the button..
« on: March 19, 2009, 08:12:34 AM »
In WindowEdit, there are sections for Normal, Pressed, Hover, Disabled, Focus (for buttons).
There you set the images/sprites for each button's state.
(I haven't use the "Cursor" property, so I don't know what hapens when button is pressed or for other state)

Spyros

7
Technical forum / Re: Music Plays Too Long
« on: March 12, 2009, 12:38:06 PM »
With Music,
You can Play, Stop, Pause, Resume at any time in a scene, or while changing scenes.
You can use : Game.PlayMusic(someMusic, Loop or not Loop), or Game.PauseMusic .......
The same with MusicChannel.
You can also crossfade 2 music themes, or set the volume for the music.

Spyros

8
Technical forum / Re: Quit Button
« on: March 06, 2009, 09:31:09 AM »
I use a similar setup and is working OK.
On the button that takes you to the startup scene, I use this:
Code: WME Script
  1. on "yes"
  2. {
  3.         global GameUp; //this is for manually reset the game, so ignore it
  4.         Game.Reset();
  5.         this.Close();
  6.         Game.FadeOut(3000);
  7.         GameUp.StopDown(); ////this is for manually reset the game, so ignore it
  8.         Game.ChangeScene("scenes\Start\StartMenu\StartMenu.scene", false, false);
  9.         Game.FadeInAsync(2000)
  10.         Game.UnloadObject(this);
  11. }
  12.  

As I saw from the screen shot, I must say that you should not have a Save and a Resume buttons in
you startup scene. There is nothing to save/resume from this scene.
Since the only reason to be able to return to the startup scene is to actually start a new game,
you should reset your game.
I also suggest to watch the debug window (when test running the game). This way you
can see whenever some windows or anything else is still open / running.

Spyros

9
Technical forum / Re: Inventory items
« on: February 17, 2009, 08:05:34 AM »
If you have just one inventory, you should use Game.TakeItem, and Game.DropItem.
If you have multiple inventories (for each actor), you use ActorName.TakeItem.
Normally, you should not have problems adding/removing items from scene to scene.

Spyros

10
Technical forum / Re: Leaving the scene after all is done
« on: February 12, 2009, 04:56:17 PM »
You have to use some global variables. One for each puzzle/thing collected.
When collect each thing or solve each puzzle, you should give those variables a value (true/false).
So, to permit leaving the chapter, you check if all variables have the correct value.

Spyros

11
Technical forum / Re: Question about item amount
« on: February 11, 2009, 04:39:48 PM »
If you want to interact with the item in the inventory,
then in the dead_memory.script, you should only have :
on "LeftClick"
{
  Game.SelectedItem = "dead_memory";
}

The other code you wrote:
var DeadMemoryItem = Game.GetItem("dead_memory");
DeadMemoryItem.Amount = DeadMemoryItem.Amount + 1;
must be in the object's script.
(I mean the object that when clicked gives the item)
(Of course the code must be in "LeftClick")

Spyros

12
Technical forum / Re: Kill off an enemy with spell
« on: February 10, 2009, 08:47:14 AM »
Hi Catacomber,
I don't have the whole picture here (what happens in the windows),
but getting error for GetControl, means maybe the engine does not know that this is a window.
I mean there is probably a problem with the variable. Is it a global? How you pass that from one window to the other?

BTW, Why you use two separate windows?

Spyros

13
Technical forum / Re: Global Variables
« on: January 28, 2009, 08:07:38 AM »
about the global variables
If you have a global variable in the base.inc file (which is included in all scripts)
you must NOT declare it again in no script. You just use it anywhere (give it a value).
(that is why you get the error)
If you have a global variable in a general script, then every time you want to use it you MUST declare it again.

Spyros

14
Technical forum / Re: Theora Video
« on: January 10, 2009, 04:48:58 PM »
Thanks for this info.
Most helpfull.

Spyros

15
General Discussion / Re: Latest beta: WME 1.8.9 (December 20, 2008)
« on: January 10, 2009, 12:48:01 PM »
Yes I know that odnorf. In one of my systems I do have a 4:3 CRT monitor and I have no problems there (with either ati or nvidia).
But I am talking only for the wide screen monitors,
which are the most popular nowdays (and I'm afraid the only available in near future).

Spyros
(BTW, greetings from Athens  :) )

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