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IRC channel - server: waelisch.de  channel: #wme (read more)

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 91 
 on: December 22, 2017, 09:41:35 PM 
Started by Indra Anagram - Last post by Indra Anagram
Hey Muties!

Finding the answers to these questions is a good way to overcome the background width limitation for everyone who would like to create a scene with "movement illusion". Let's come up with a template.

Please kindly view my questions about the script and scene setting in previous messages here. Any ideas on how the script could be customized for smooth "movement" of multiple entities?

This may seem as something obvious for a person proficient in scripting, but, honestly, to me this is not that easy.

Thank you for your attention, patience and advice, guys! 

 92 
 on: December 22, 2017, 02:20:59 PM 
Started by eborr - Last post by anarchist
Quote
Typically the graphic drivers which support these screens will display text at 125% of the font size. To fix the problem my solution is to create a second font directory and when you are running on one of these smaller high resolution screens you set the font attribute to files in this directory.

I am afraid this is not completely correct. The magnification of the fonts is a custom setting of Windows. Therefore, you cannot base which fonts to use on screen size or resolution. You must be able to know not only whether the user has chosen any magnification but also how much the fonts are magnified (125%, 150% etc.). Windows 10 allow up to 500% magnification (using Custom Scaling in Display Settings). For instance, I have a 27" monitor, which is why I have chosen 150% magnification.

I think the only solution is bitmap fonts because they are not enlarged by the Windows settings. We have yet to solve this issue for our game because the bitmap fonts we generated have slight imperfections.

Good luck eborr, please let us know if you find a solution.

 93 
 on: December 22, 2017, 08:37:45 AM 
Started by Chamferbox - Last post by Chamferbox
Hi guys :D,

I have a free greek statue asset for you (3 LODs LOD0 12066, LOD1 6444, LOD2 3368) XD



Get it at:
http://chamferbox.com/index.html

Also check our new dragon, zombie dragon and scorpion monster out:








We're running the Grand Opening Sale, it's 30% off for all items, but for Wintermute users, please use this coupon code:

GRANDOPEN

to get 50% off prices (valid in 3 days only) XD What are you waiting for, go to

http://chamferbox.com

and get those models now! :D


 94 
 on: December 22, 2017, 04:05:49 AM 
Started by eborr - Last post by Mikael
That's good thinking. Let us know if you get it to work!

 95 
 on: December 20, 2017, 01:37:47 AM 
Started by Eric Matyas - Last post by Eric Matyas
I hope everyone's having a good week so far.

Here are a bunch of new free tracks:

On the Action 3 page:
"Quirky Platformer" (Looping)
http://soundimage.org/action-3/

On the Chiptunes 2 page:
"Arcade Drama" (Looping)
"Arcade Drama 2" (Looping)
http://soundimage.org/chiptunes-2/

On the Funny 4 page:
"Funky Sewer Works" (Looping)
http://soundimage.org/funny-4/

On the Sci-Fi 6 page:
"Winter in the 5th Sector" (Looping)
http://soundimage.org/sci-fi-6/

Enjoy!

 96 
 on: December 19, 2017, 09:35:07 PM 
Started by eborr - Last post by eborr
I know a number of people have suffered from the problem of screen text appearing larger on the screen on some computers than others.

This issue appears in windows 10 and only on laptops which have physically smaller-higher resolution screens.

Typically the graphic drivers which support these screens will display text at 125% of the font size.

To fix the problem my solution is to create a second font directory and when you are running on one of these smaller high resolution screens you set the font attribute to files in this directory.

I still have to figure a way of "discovering" the screen size - I have a couple of ideas in mind - one of which will involve external code - but it's quite a complex fix - the other is within WME - but I am not sure fi this works

 97 
 on: December 18, 2017, 08:36:44 PM 
Started by Indra Anagram - Last post by Indra Anagram
Hi anarchist!

This approach is not correct. What you want is the entities to start on the start position, move right and then, when they have reached a predefined position on the right they appear on the left.

Do you mean ALL tree entities in the scene must have X=0 as their starting point? In that case how do we prevent them from overlapping each other (set a space/time delay between them)?

I would also rethink what to use in the while() statement. You probably want this script to run for a specific duration of time, so you could probably use a counter variable.

The reason for me placing the x-axis coordinates in the while() statement is that I misunderstand how this script could work for multiple tree entities, not just one. Or should there be a separate loop for each entity?

4. In terms of question 3 I thought maybe if there was a way to only display a central area of the scene background, then the tree entities had enough time and space to appear at their initial positions while we don't see them, move across the visible scene area and then reach the limit positions in the second area that we don't see. Does that make sense? If yes, how do we display the central part of 2400 X 600 background? What can I make in SceneEdit or in scene_init.script?

Hope this screen will illustrate what I mean: 



I still don't know the way to only display a central part of the long background image so that the starting and end destinations of tree entities were invisible. Any advice?

THANK YOU for your attention, time and friendly help!

 98 
 on: December 16, 2017, 10:43:07 PM 
Started by Indra Anagram - Last post by anarchist
Code: WME Script
  1. if(treebg2.X == 2000)
  2. {
  3.    treebg2.X=100;
  4. }
  5.  

This approach is not correct. What you want is the entities to start on the start position, move right and then, when they have reached a predefined position on the right they appear on the left. Something like this:

Code: WME Script
  1. if(treebg2.X == 1200)
  2. {
  3.    treebg2.X=0;
  4. }
  5.  

This is also problematic:

Code: WME Script
  1. while (treebg1.X<800+512 + treebg2.X<800+336)
  2.  

First of all, the + sign here 512 + treebg2.X is incorrect. You probably meant to use the "and" symbol, which for Wintermute and a lot of programming languages is this &&. I would also rethink what to use in the while() statement. You probably want this script to run for a specific duration of time, so you could probably use a counter variable. There is also no need to use a lot of Sleep() commands in the loop, just once in the end, after you have moved all the entities.

 99 
 on: December 16, 2017, 10:07:03 PM 
Started by SvarunGames - Last post by SvarunGames
Another week, another Screenshot Saturday! This time we've been busy - one complete location and two more waiting for our 2D artist to take a go at them :) Hope you like these!






 100 
 on: December 14, 2017, 02:25:19 PM 
Started by Eric Matyas - Last post by Eric Matyas
Happy Thursday everyone,

Here are this week's new free tracks:

On the Dark/Ominous page:
"Dark Things" (Looping)
"Dark Things 2" (Looping)
http://soundimage.org/dark-ominous/

On the Funny 4 page:
"Beware of the Blob" (Looping)
http://soundimage.org/funny-4/

And on the Puzzle Music 3 page:
"The Snow Globe" (Looping)
http://soundimage.org/puzzle-music-3/

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