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Messages - eborr

Pages: 1 ... 3 4 [5] 6 7 ... 14
61
Technical forum / Re: no main meny
« on: July 05, 2014, 10:13:03 AM »
This can only cone about if you have done something with the keyboard event or being playing arouhd with Game.script or Gameloop.script. My first diagnostic would be to create a copy of your current script directory and put it somewhere safe then create a new project. Copy the vanilla script directory and overwrite the one you are currently using and see what happens.

There is a good article in the resources section of the website on what game.script and Gameloop.script do. I would caution against messing abouf with them until you have done a bit of scripting

62
Technical forum / Re: movie clip intro
« on: July 05, 2014, 10:06:12 AM »
The key method for playing a movie is PlayTheora()

If you do a search on that in the forums you will see plenty of examples of how to script that.

You use PlayTheora within a scene.

The code could be Game.PlayTheora("data\video\intro.ogv");

The documentation is your friend,.

63
Technical forum / Re: key and door
« on: June 25, 2014, 02:15:05 PM »
ooo. now i see, No beginners policy here!! thanks

Not at all I like many others was a beginner and was pointed in the direction of the good book, which believe it or not it helps.

The questions that you framed to my mind were evident of someone who had looked at some aspects of the software in an unsystematic way, run into a stop and then cried for help.

The answers to the questions that you asked are covered pretty explicitly in the early parts of the documentation and the demo game, they are not hidden away in the bowels of some technical manual.

There is another point, that going through the documentation will help you understand the way in which the program works and hopefully will inspire you to build even more creative and satisfying games.

64
Technical forum / Re: key and door
« on: June 25, 2014, 10:06:09 AM »
Judging by this and your previous post the best recommendation that  I can give is that you go to load up the WME project manager interface go to the help section, from the menu select WME documentation and work your way through the online book.

Although the focus is on third person games, all of the information and guidance contained in this excellent document will be useful and relevant.

The WME community is very friendly and helpful, however there is an expectation that you have gone through the very good documentation that is easily available

65
Technical forum / Entity Position Now Fixed
« on: May 27, 2014, 12:49:17 PM »
Hello

I have created an entity which is essentially a thought bubble. It derives it's coordinates from the actors position on the screen.

Now it works well in the foreground,  and appears in the correct position, however in the background it appears to at the below the actor, even though looking at the thing in the debugger the entities X  and   Y values seems to be correct.

Can anyone suggest the probably blatantly obvious mistake that I made. One thought is that it might be caused by the floor

Please see the code for the method below.

Code: [Select]
method thought(texti,soundfile)

{
Game.Interactive = false;
actor.Interactive = false;
var thinking = Scene.CreateEntity();
thinking.Scalable=false;
var actorscale = Scene.GetScaleAt(actor.X,actor.Y);

if (actor.X > (Game.ScreenWidth/2))
{ thinking.X = actor.X-200;
  thinking.SetSprite("interface\thought\thoughtright.png");
   if(actor.Direction==DI_LEFT)thinking.X = thinking.X -30;
 }
 else
  {     thinking.X = actor.X+25;
   if(actor.Direction==DI_LEFT)thinking.X = thinking.X -30;
thinking.SetSprite("interface\thought\thoughtleft.png");
   }


if ((actorscale >40) && (actorscale < 60))
   {
   thinking.Y = actor.Y - 100;
}
if ((actorscale >59) && (actorscale < 70))
   {
   thinking.Y = actor.Y - 150;
}
if ((actorscale >69) && (actorscale < 80))
   
   {thinking.Y = actor.Y - 380;
      }

if ((actorscale >79) && (actorscale < 90))
{thinking.Y = actor.Y - 400;
        }
if ((actorscale > 89) && (actorscale  <95))
   {thinking.Y = actor.Y - 430;
    }
  if (actorscale >94)
  {
   thinking.Y = actor.Y - 450;
    }
  var ypos;
var textlen = new String(texti);
if(textlen.Length < 20)  ypos = 80;
if((textlen.Length > 19) && (textlen.Length < 40)) ypos = 85;
if(textlen.Length >39) ypos = 95;

thinking.SetFont("fonts\admono12.font");
thinking.SubtitlesPosRelative;
thinking.SubtitlesWidth=100;
thinking.SubtitlesPosXCenter=true;
thinking.SubtitlesPosX=90;
thinking.SubtitlesPosY =ypos;
thinking.Talk(texti,soundfile);
while(thinking.IsTalking==true);
   {
    Game.Interactive=false;
     Sleep(20);
     }
Game.UnloadObject(thinking);
Game.Interactive = true;
actor.Interactive= true;

}

Just an additional thought, might this work better as a window than an entity. Switched it to an entity in a container in a window, this works, although it might just have been my imbecilic maths that was faulty.


66
Technical forum / Re: Attaching scripts from external sources
« on: January 25, 2014, 10:11:43 AM »
Is that not something to do with the script being referenced by an absolute address. Rg C:\something\ . Try putting it in the savegames location

67
Thanks thought that was probably the case, neatly coded solution to.

68
Technical forum / Window is inactive and the buttons appear to be active
« on: January 24, 2014, 03:34:43 PM »
My desire is that when a window is inactive it changes colour, this I can achieve very simply by changing the window inactive image, however I also want all of the buttons to change colour too, so that I can emphasise the inactive state. I can do this programmatically by setting each button to it's disabled state, and then when the window is active by a reversal of the process. Is there any neater way to achieve the same state ?

69
The documentation is your friend, load up the project manager, go to the help menu item and select the top option, go to Insdide a Game/scene creation step by step, it will tell you how to do it. All you need to do is to rename the image file associated with the "background" entity

70
Game announcements / Re: Awakening: Burning Ashes
« on: September 30, 2013, 10:53:20 AM »
Superb excellent execution and a grown-up story, hope its a massive success

71
Technical forum / Re: Continue help plz
« on: August 05, 2013, 12:22:14 PM »
A couple of points

1. I have come up with a solution for this
2. It is really quite tricky and not something I would recommend to a beginner.
3.My approach doesn't use a new method which is Game.MostRecentSaveSlot() which is introduced in the latest beta, if I was writing the code now I would use this as it saves an awful lot of complex coding, fiddling about with filenames and modfiying the main game loops
4. What the code below doesn't do is to force the save when you quit, which is something you need to do if you are going to use a proper Quit/Continue routine - essentially you need to force a save as part of the quit routine
5 Without going into the exact code - what you need is something like this
Either create a new button on the main menu, or in some startup scene create an attribute
in the code which is fired by the button/object

have a line which says

Game.Load(Game.MostRecentSaveSlot());



72
Technical forum / Re: Entity video problem - only audio is playing
« on: July 16, 2013, 12:48:01 AM »
One thing to check on, are you using the main layer when showing the video ?

Another way to test would be to attach the video to a scene entity rather than an entity created on the fly

73
Technical forum / Re: Lags
« on: June 17, 2013, 09:48:04 AM »
yes - you can get the animation to load when the scene loads, I don't have WME in front of me so I cannot tell you precisely where you set this up

74
Technical forum / Re: Background Animation
« on: June 17, 2013, 09:46:28 AM »
1. In the scene manager create a sprite node.
2. Attach either an animated sprite or a an .ogg video to the node

75
Technical forum / Re: Stalker Enemy
« on: May 30, 2013, 05:40:14 PM »
answer to your question if I have understoond it correctly is in both cases yes.  You can create scripts which allow a degree of randomness in order for an event to occur.

Secondly creating an event which makes a node not visible is achievable.


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