Please login or register.

Login with username, password and session length
Advanced search  

News:

This forum provides RSS feed. To query recent posts use this url. More...


Pages: [1] 2  All

Author Topic: a lot of new things  (Read 19618 times)

0 Members and 1 Guest are viewing this topic.

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
a lot of new things
« on: April 07, 2011, 10:23:29 PM »

Ok i will start the developing of EL ETERNAUTA, i need some examples for doing my game:
1st move 3d actor with keys like grim fandango the same for space for actions, i inventory, enter for look.(I can find spank the hero example :( but i don't know if that help)
2nd some orientation with objects like atach a gun or objetcs to give.
3rd comic bubbles for talking or thinking, they will be 4 or 5 characters
4th something to emulate snow(3d)
I know there are a lot of things but i think it's not to much for the experts of the forum :)
Thanks
   Martin
Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #1 on: April 10, 2011, 02:15:50 PM »

well 1st point solve, aparently the 3d demo use keys for moving  :o but mouse for the actions
Logged

Azrael

  • Regular poster
  • ***
  • Karma: 9
  • Offline Offline
  • Gender: Male
  • Posts: 155
    • View Profile
    • Mad Orange
Re: a lot of new things
« Reply #2 on: April 11, 2011, 08:35:47 AM »

You can find many things in wme documentation.
2) 3D actor's Attachment functions:
- actor.AddAttachment(Filename, AttachmentName, ParentBone)
- actor.RemoveAttachment(AttachmentName)
3) using windows shouldn't be too difficult;
4) you can use the particle emitter, it's not real 3d, but you can achieve good results;

Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #3 on: April 11, 2011, 04:38:06 PM »

thanks azrael, now i´m more integrated with the new futures of the engine, another thing, stairs in 2.5, any idea? mybe a ramp?
another thing i find it´s to move to one room to another with
on "ActorEntry"
{
   
}
the thing is that i set where to skip the actor but doesn´t respect the position.


thanks
« Last Edit: April 12, 2011, 03:15:25 AM by tinchopunk »
Logged

Azrael

  • Regular poster
  • ***
  • Karma: 9
  • Offline Offline
  • Gender: Male
  • Posts: 155
    • View Profile
    • Mad Orange
Re: a lot of new things
« Reply #4 on: April 13, 2011, 07:07:34 AM »

thanks azrael, now i´m more integrated with the new futures of the engine, another thing, stairs in 2.5, any idea? mybe a ramp?

Yes a ramp should work, but the final result may be not to realistic.
We preferred to use an animation since the stairs in our game are only passages between scenes.

another thing i find it´s to move to one room to another with
on "ActorEntry"
{
   
}
the thing is that i set where to skip the actor but doesn´t respect the position.

There is a walkplane under the destination's coordinates?
Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #5 on: April 13, 2011, 08:14:07 PM »

Yes the problem i have is when i put where the character start the new scene x,y don't go there, mybe the character is to big in scale. I will change scale thing in all the models
Thanks

Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #6 on: April 14, 2011, 03:51:27 PM »

another thing it´s about hidden geometry i made it exactly like the example, a floor (work great), but blk_() does´t work the same with the shadow_(), any solution?
here is the 3ds file and the backgroud,
http://www.megaupload.com/?d=S6ZLND64
the idea is that the character move foward the table and chair and the same with the front with out making sprites...
thanks
 MArtin
Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #7 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
« Last Edit: April 15, 2011, 05:30:14 PM by tinchopunk »
Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #8 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;
« Last Edit: April 19, 2011, 04:15:09 AM by tinchopunk »
Logged

Azrael

  • Regular poster
  • ***
  • Karma: 9
  • Offline Offline
  • Gender: Male
  • Posts: 155
    • View Profile
    • Mad Orange
Re: a lot of new things
« Reply #9 on: April 19, 2011, 07:08:56 AM »

http://www.megaupload.com/?d=S6ZLND64
the idea is that the character move foward the table and chair and the same with the front with out making sprites...

If i understand correctly you must have a .3DS file for geometry, a .geometry file with the same name of the 3DS and stencil shadow activated for the scenes.

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

We create something similar ( http://www.madorange.it/games/facenoir/video.php?v=2&lang=en ), it's not very easy but with some work you can do it.
You need a scene with a special actor (we used one only with the arm, since the rest it's not visible) to attach the 3D items (actor.AddAttachment()) ant the scripts for the objects.

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;

I see a "case:" that should not be here (marked in red above). Also you have to be sure that the name it's the same name of the scene you come from.
Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #10 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
« Last Edit: April 20, 2011, 12:41:53 PM by tinchopunk »
Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #11 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
Logged

Spellbreaker

  • Supporter
  • Frequent poster
  • *
  • Karma: 4
  • Offline Offline
  • Gender: Male
  • Posts: 376
    • View Profile
    • Apeiron Studios
Re: a lot of new things
« Reply #12 on: April 20, 2011, 09:46:16 PM »

I guess that will not work. Since it's not real 3D, but 2.5D, it's not really possible that the actor moves the head to the object, simply because the actor can enter the region from different angels and directions. Afaik this is not possible with the WME Engine ( WME 1 ), I guess this would be possible with WME 2 which supports full 3D ( which means you have full 3D Coordinates and stuff ).
« Last Edit: April 20, 2011, 09:58:25 PM by Spellbreaker »
Logged

tinchopunk

  • Occasional poster
  • **
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 90
    • View Profile
    • martinarregui.tumblr.com
Re: a lot of new things
« Reply #13 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
Logged

Spellbreaker

  • Supporter
  • Frequent poster
  • *
  • Karma: 4
  • Offline Offline
  • Gender: Male
  • Posts: 376
    • View Profile
    • Apeiron Studios
Re: a lot of new things
« Reply #14 on: April 21, 2011, 01:29:19 AM »

Sure, that would be no problem. You can start any action you like in a region, like actor.Talk or someting. Just take a look into the help file from Project man, you'll find everything there.

( To "fake" events, you use object.ApplyEvent(); . For example, if you want to force a leftclick on an object, you can do Object.ApplyEvent("LeftClick"); )
Logged
Pages: [1] 2  All
 

Page created in 0.048 seconds with 20 queries.