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Topics - Uhfgood

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Technical forum / Trying to display my own window
« on: August 02, 2012, 09:01:55 PM »
For some strange reason I can not get a window I created to display at all.  I tried it in game.script, game_loop.script, and scene.script, by setting Visible to true.  It will not show up at all.  I tried modifying the x and y position in the window editor just in case it was showing off screen, and it wasn't.

I *do* know that it *does* load up in game.script -- and will display when the game starts if it's visible flag is true.  But set it to false in game.script, and then try to set it to true in any other script just doesn't work.

What am I doing wrong?

Technical forum / Coming back to WME (well trying)
« on: July 29, 2012, 11:32:13 PM »
Hello, this is Keith aka Uhfgood.  Lately I've been working on a game demo in Adventure Game Studio, and I have come to some problems, so I decided I want to see if I could recreate the progress I've already made in AGS in other adventure game engines.  Specifically WME here.

My user interface is a bit different than the average interface.  It works on a radial (pie, circular) menu, and NOT on buttons.  That is you don't click on a button to execute an action.  Instead you click to open the pie menu, and then you move your mouse in different directions (different angles) in order to select different options.  Then you click to execute the option the "pointer" is on.  The pointer is simply the mouse angle or line from the center of the menu to the mouse position.  This helps with a couple of things, one being that you can get more options in the same area as normal buttons.  Another being you can move the mouse anywhere on screen and still get the option you want.  If these were buttons you would have to have your mouse cursor over (or on top of) the buttons.  Then in the future I plan to have an "express" mode, where you simply click-drag-release to execute an action without the menu even showing up.  The theory being that the player will eventually get used to the controls enough he/she doesn't even have to look at the menu to get the correct option.

Now again I want to mention that this is not a button based menu, it's based on mouse angle.  I want to re-create this in wme.  So not only would I like to be able to get the mouse angle (which should be easy enough with WME's math functions), I would like to be able to draw a line from the center of the menu to the mouse cursor.  (In case drawing a line on screen is a problem in WME, I'm prepared to fake it with sprite frames).  So I'd like to know what the best way to approach this is?  (I think I could make a few static controls, and then script the interaction in separately -- since this doesn't use traditional buttons just animation frames).

In short I want to do this (click on the image in that post to see a video of the ags version in action)

Please do not assume those options (like look at, talk, get, etc) are buttons, because a button needs a rectangular region, and if you move off of it then you can't execute the option, mine on the other hand only relies on the direction the mouse is in relationship to the menu.  In fact you have to close it without doing anything by clicking on the center, which is known as a dead-zone.

Thanks for your time.

General Discussion / My game review blog
« on: February 28, 2009, 10:21:23 AM »
Hello my name is Keith, and I usually go by Uhfgood.  You may (vaguely) remember me. in any case, I'm reviewing games for my blog here - Indie Flux.  I'm going to do adventure game reviews every once in a while, and I've already downloaded an ags adventure to review.  I'm also going to download some WME adventures and review them.  In any case, I might try to do one adventure review a week (maybe flipping between ags, and wme every other week).  If you wish for your game to be reviewed, let me know, if you want me to take off one of the reviews I did over you game, you have but to email me.


I want to know if MouseEntry and MouseLeave are events with a window object?  The docs don't tell you if this is a lowlevel event that it uses.

Technical forum / Trying to get a popup window to close.
« on: February 21, 2008, 09:40:52 PM »
Essentially I have a window that pops up when you hold down the mouse button for a small period of time.  It's actually just the code off of the 3d actors demo, that I trimmed down a little.  I can't get the window to close after clicking.  I figured the "on "Characters"" line would do what was in there, but apparently not.  I'm doing something wrong somewhere.  Also an odd thing is at first in the debugging console it would show my menu script, and now it doesn't do that at all, for no reason I can think of.

Any help is appreciated.

Here's the game.script:
Code: [Select]
#include "scripts\"
#include "scripts\"

global ClickStarted;
global ClickStartTime;
global ClickObject;

// store some of the game's attributes in global variables for convenience
Keyboard = Game.Keyboard;
Scene = Game.Scene;

// load the right-click menu
global WinMenu = Game.LoadWindow("interface\menu\InGameMenu.window");
WinMenu.Visible = false;

// load the "caption" window
var win = Game.LoadWindow("interface\system\caption.window");
global WinCaption = win.GetWidget("caption");

global MenuObject = null;

// load our main actor
actor = Game.LoadActor("actors\John\");
Game.MainObject = actor;

// run the "game loop" script

// which scene to load?

on "LeftClick"
if( !ClickStarted )
  // perform click start
  ClickObject = Game.ActiveObject;

  // mark click start and remember the time
  ClickStarted = true;
  ClickStartTime = Game.CurrentTime;
on "LeftRelease"
if( !ClickStarted )

on "Keypress"
  // on Esc or F1 key
  if(Keyboard.KeyCode==VK_ESCAPE || Keyboard.KeyCode==VK_F1)
    // load and display the main menu window
    WinCaption.Visible = false;
    var WinMainMenu = Game.LoadWindow("interface\system\mainmenu.window");

on "QuitGame"
  // on Alt+F4 (window close)
  // load and display the quit confirmation window
  WinCaption.Visible = false;
  var WinQuit = Game.LoadWindow("interface\system\quit.window");

  // and if the user selected Yes
    // quit the game
  // otherwise just unload the quit window from memory
  else Game.UnloadObject(WinQuit);

Now here's game_loop.script:
Code: [Select]
#include "scripts\"

// this script runs in an endless loop and does all the user-interface work
// that needs to be periodically updated
// such as the floating items captions display and positioning
// and the sliding inventory window handling

global WinCaption;
global WinMenu;

global ClickStarted;
global ClickStartTime;
global ClickObject;

var VerbHoldTime = 200; // in milliseconds

// infinite loop

  // handle verb coin if the the required time has passed
  if(ClickStarted && !WinMenu.Visible && Game.CurrentTime - ClickStartTime >= VerbHoldTime)
    // position the verbs window
    WinMenu.X = Game.MouseX - WinMenu.Width/2;
    if(WinMenu.X < 0) WinMenu.X = 0;
    if(WinMenu.X + WinMenu.Width>Game.ScreenWidth) WinMenu.X = Game.ScreenWidth - WinMenu.Width;

    WinMenu.Y = Game.MouseY - WinMenu.Height/2 + 10;
    if(WinMenu.Y < 0) WinMenu.Y = 0;
    if(WinMenu.Y + WinMenu.Height>Game.ScreenHeight) WinMenu.Y = Game.ScreenHeight - WinMenu.Height;
    // and display it
    WinMenu.Visible = true;
    var Caption = WinMenu.GetWidget("caption");
    Caption.Text = ClickObject.Caption;

    // if we are about to show the verbs, we tell the actor to cancel
    // whatever he was going to do
  // save the active object for later
  var ActObj = Game.ActiveObject;

  // go to sleep for 20 miliseconds to allow the engine to perform other tasks
  // it is important for the "endless" scripts to call the Sleep command, otherwise the game will get stuck

And finally here's the code for my menu:
Code: [Select]
#include "scripts\"
global WinMenu;
global ClickStarted;

on "Characters"
ClickStarted = false;
WinMenu.Visible = false;


Done / Timestamp in the log files?
« on: February 20, 2008, 08:40:35 AM »
Would it be too much trouble to add a timestamp (local time) in the logfiles, so you know when you ran the specified programs if more than once in the same day?


Feature requests, suggestions / WindowEdit - Keep pathnames?
« on: February 20, 2008, 06:50:23 AM »
Would it be possible for window definition made with WindowEdit keep it's pathname's (stuff like image background etc), even when the directory structure has changed?


Bug reports / Concerning scene names and variables
« on: January 16, 2008, 10:55:51 PM »
As I tried to mention to you (Mnemonic) in person (well in irc at any rate), script compiler generated an error on "John's Bedroom".

You said it's a perfectly valid scene name but don't expect it to work as a variable.  I didn't expect it to work as a variable, as I didn't create it.

The reason I mentioned it in the first place, is I didn't create the script (scene init) or the variable.  ProjectMan did it when I created a new project.  So I sort of classify this as a bug.

Game design / Basic color blocking - Take #3 - Shading
« on: September 20, 2007, 07:37:46 AM »
Okay I started a basic paintover, using the technique of putting the sketch on a layer above the painting using multiply which basically means the white shows through and i can paint under the sketch lines.

I just decided to do it to show a friend, but if you're curious -- this part isn't even finished yet...  But I will work on it until it's perfect.




Actually the basic color blocking is generally complete until I get some feed back suggesting I change it before starting to apply shadows and so forth.

To make it less confusing, on the left side beside the computer desk is the dresser (it's the sort of light brown one).  Notice how it's shelves are more holes than shelves, they come to the edge and are seperated by the front of the dresser.  on the right side the gray thing is the bookcase, notice how the shelves are set in the case back from the edge.  Someone in the ags forums critic's lounge suggested I do this (maybe because of bad tangents or something) in any case I like it, it actually makes it look like a book case.

Basically this is the empty room before it gets all messy and the main character has to clean it up.  that's why there are no drawers in the dresser or books on the shelf.

The color choices are abit based on experience.  the dresser is a lighter wood, to contrast with the dark wood of the door and the trim, the bookcase is gray just to make it a bit different.  I made the desk something like mahogony or cherry, by adding a reddish tint, so that way it wasn't completely brown.  At one point in my life my walls were light blue with a light brown or tan floor (well the floor doesn't look tan exactly but close enough).  On the hole I think it's decent.  Note the dresser, bookcase, and door all have lighter tint on their sides, whereas the bed and the hamper and desk are darker on the sides facing the camera, not really sure if this is a good idea, but it makes me think that the foreground objects are closer to the camera, you can let me know if it isn't right.

Let's see... the hallway is on a single layer, the door is on it's own layer, the trim around door and closet are in it's own layer, trim around the bottom and outlet and switch are on it's own (same) layer... I basically put alot of things in their own layers, such as the insides of the bookcase, dresser, and desk... and then some of the sides.  the walls and the floor are the same as well... not really experienced with this software, using the gimp with a mouse but it seems to work.  at one time i thought of actually putting every white/negative space (any space bordered with lines to form a shape) on a seperate layer, but that may be overkill.
In fact this may be overkill.

I'll probably start working on the actual shading in a bit, the light is pretty much coming from the light bulb, that you can't see in the picture...  Any thoughts are appreciated, thanks!


This is going to sound like a spam for my blog, but rest assured it isn't ;-)  The top 4 posts concern my game Enchanted Lands -- I've been basically racking my brains trying to get a suitable looking bedroom.  Now firstly it's not complete -- I leave the stuff like open drawers and stuff in the closet and stuff on the bed off, to be added later...  I do a yellow sketch to block in the areas and a blue one over the top to define more details -- i've still got stuff to do... but please let me know what you think... Perspective was a pain.


Technical forum / globals
« on: July 20, 2007, 11:22:46 PM »
I was trying to define a global, only whenever i ran the program the game would report "[global] referenced but not used".  In the docs it doesn't say you need to add the declaration of the global to the script it's in.  In other words you need to have global myInt = 10; in one script, but if you want to use it anywhere else you need global myInt; in any other script file that needs it.  I figured this out by searching through the forum, but you may want to correct it in the docs or else make it truely global.


Technical forum / A possible bug
« on: July 19, 2007, 08:44:16 PM »
Whenever I click the "Scripts..." button on an entity the script template window shows up, and when I click cancel, then the assign scripts window shows up like it should normally.

Possible bug in the fact that the template window shows up first?

General Discussion / BugslayerUtil.dll as a trojan
« on: November 26, 2006, 11:54:13 AM »
I just recently upgraded my free version of avg from 7.1 to 7.5 and did a fullscan, appereantly BugslayerUtil.dll in my WME folder was reported as having a trojan and was thus deleted.  Someone needs to check into this, I don't think it's an actual virus or trojan or anything, but you never know.  Of course WME is new to (1.6) so anything new could potentially trigger that.

Let me know if anyone knows anything about this.

Game announcements / My new blog
« on: December 20, 2005, 08:37:36 PM »
As a few of you know, i'm doing a comedy fantasy adventure game.  And i've started a blog to document my projects.  If you're interested

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