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Messages - Igorrr

Pages: 1 ... 3 4 [5] 6 7 ... 9
61
Feature requests, suggestions / Game Projects Forum
« on: July 27, 2004, 09:38:08 AM »
I was thinking talking to many members of this forum that there are so many that have their own WME projects.
It would be nice to have a forum where everyone can post a link to his project.
Sometimes I lose track of who has which project and where to find it ;-)

62
Technical forum / new Direct Control Script idea...
« on: July 27, 2004, 07:29:07 AM »
I have an idea to improve the Direct Control Script, but I need some help...

The problem with the current script most of all is that the waypoints are considered when the actor is walking using the direct control.
But I want the actor to ignore the waypoints when using the direct control.

Instead of having the actor "walking" by using the GoTo function you can have the actor walk ignoring the waypoints by using the PlayAnim function instead.
Problems of course are that because of the looping the actor won't stop moving and at the same time also ignores the unwalkable areas.
So in some way while he is "walking" you have to make sure that he stops short before reaching a unwalkable area and also find a way to interrupt the movement anyhow.

I've tried this out and it works more or less:
Code: [Select]
if(Keyboard.KeyCode==VK_F1)
  {
    while(Scene.IsWalkableAt(actor.X,actor.Y-15)==true)
    {
     if (actor.Ready==true) actor.PlayAnimAsync("actors/knight/up/move_up.sprite");
     Sleep(20);
    }
   actor.Reset();
  }
 if(Keyboard.KeyCode==VK_F2)
  {
    while(Scene.IsWalkableAt(actor.X,actor.Y+15)==true)
    {
     if (actor.Ready==true) actor.PlayAnimAsync("actors/knight/down/move_down.sprite");
     Sleep(20);
    }
   actor.Reset();
  } 

The problem here is if I want to walk down while he is walking up he will first finish walking up before walking down.
Also I don't believe the loop will end if I interrupt with any other key. First when the actor reaches a not walkable area. (right??)


Does anyone have any idea how to solve this?

63
Technical forum / Re: inventorywindow buttons
« on: July 23, 2004, 07:35:49 PM »
Emmm...yeah... I knew that...  ::)

Thanks

going to find a place to hide from shame...

64
Technical forum / Re: inventorywindow buttons
« on: July 23, 2004, 06:52:44 PM »
I was searching the posts because I have a problem concerning scripting with the inventory (yes I am using build 1.2.044).

How can I attach a script to the inventory definition?
When I add this line to the code:
Code: [Select]
SCRIPT = "interface\close.script"

I get this error message in wme.log:
Code: [Select]
Syntax error in INVENTORY_BOX definition
Error parsing INVENTORY_BOX file 'interface\inventory.def'

I am trying to create an inventory similar to Sierra games. Meaning it opens when you press the inventory button (or a hot key) and that it has some buttons included like look, use, drop, exit.

65
Technical forum / Re: Problems with widescreen monitor
« on: July 03, 2004, 11:52:43 PM »
Quote
EDIT: And don't forget that the possibility of a CRT monitor connected to a laptop is always a nice possibility. 

Not if you want to play on the couch ;-)

66
Errr...... ummmmm....yes of course... I meant that  :-\

67
Technical forum / Re: Problems with widescreen monitor
« on: July 01, 2004, 12:45:00 PM »
YOu cannot change the display settings to display 4:3 resolutions without stretching? I was thinking about buying a new laptop end of this year and was considering wide-screen display, but if it does not work properly with 4:3 resolutions I think I will stick with "normal" screens.

Please tell me if you find a solution to your problem.

68
General Discussion / Re: Happy Birthday Mnemonic!
« on: June 23, 2004, 01:53:26 PM »
HAPPY HAPPY BIRTHDAY MNEMONIC!!!!

Wish you all the best, a lot of presents, have a good party.. and drink some beers today, put your feet on the table and relax :-)

All the best!!!

69
Technical forum / Re: The most effective way to program dialogue
« on: June 21, 2004, 09:55:22 PM »
Here's a link to the old SFLAH dialog editor:

http://www.igorrr.com/files/dialog_editor.ace

Well it's more than 2 years ago that I used it.
It actually has a very simple tree structure and differeintiates between first or following encounters.
I have no idea how our previous programmer planned to implement the usage of scripts and variables concerning
the dialogs.
Best take a look at it yourself.

70
Technical forum / Re: The most effective way to program dialogue
« on: June 21, 2004, 06:11:35 PM »
That might ease the writing of dialogues, but you still have to save that dialogue status in native variables.
What would be a really nice Idea is a dialogue writing tool. You could write your dialogue in their and have the tool save it in a WME compliant format.
Like exporting to a script file that you simply include in another script.
I have such a tool here for the first custom engine we used for SFLAH, but our programmer left so we abandoned writing our own engine.
But this tool helped a lot, so when I am starting to write a lot of dialogued maybe I will write a small tool for WME and post it here.

71
OK so I answer before the professionals do ;-)

To have the game know that your cupboard is open no matter where you are in the game a global variable would be the best choice.
As in your other post today I would recommend using an arrays for this.
Use something like a global "Flags" or "Area Flags" array  that save the actions you did manipulating your surroundings.
Now of course using a numbered index you have to keep notes somewhere on what index number is referring to, so you could instead indexing like:
Code: [Select]
global Flagsarray("iscupboardopen","isdooropen","characterkilledogre","princessissaved","charakterwokeupwithleftfootfirst","underscores_are_better");
I guess if you write a big game you will have a lot of coding to do...

72
Technical forum / Re: The most effective way to program dialogue
« on: June 21, 2004, 05:51:12 PM »
Hmmm well the only thing I could think of to keep the coding small is to use one array instead of many variables.

73
General Discussion / Take a look at this...
« on: June 15, 2004, 03:39:33 AM »
This is a link to an ebay auction. I am so happy my parents never caught me when I did bullshit when I was 13.

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&category=62054&item=8107675670&rd=1

74
Software and games / Re: .kkrieger - NOT an adventure game
« on: June 13, 2004, 07:57:54 PM »
I just downloaded it and it also did not start at all.
I guess P4 1.6Ghz, 512MB Ram and ATI RadeOn 7500 are not good enough anymore.
I saw a screenshot I was really wondering how can you put that in 96kb????
When I read and saw it first I thought it was a joke.
I could have that game 15 times on one diskette...

75
Software and games / Re: Deathgate
« on: June 13, 2004, 07:53:51 PM »
Some time ago I was at the underdog homepage, but you were not able to download it then. I really enjoyed playing Shannara and have the original somewhere at my parents place (well quasi original, came with a magazine many years ago).

Of course technically speaking abandonwarez are warez and are illegal, but how do you want to get those old games if you cannot buy them anymore. Home of the Underdogs is not a hidden warez page and I am sure all companies are aware of its presence. If games are still able to be bought they also tell you where instead of hosting a download. When LucasArts and EA complained they removed the downloads. But you can still get the CD Version of LOOM there ;-).
Practically speaking it's a grey zone. Few companies really bothered when those games where not in the stores anymore, anyway.

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