Please login or register.

Login with username, password and session length
Advanced search  


For WME related articles and tutorials visit WME Resource Center.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - dongo

Pages: [1] 2
Technical forum / Re: beginner questions
« on: September 13, 2013, 03:37:27 PM »
ok, correct jose and NAItReIN. i think only with a room with 2 outputs to other scene, but if the start point depend of what is the previous scene, you can use Game.PrevScene this atribute say you what is the previous scene where actor came.

thanks for the advice, i understand bad the first question  and sorry for my english too ;D 

Technical forum / Re: beginner questions
« on: September 13, 2013, 12:21:29 PM »
1 - you can use the method actor.SkipTo(Pos X, pos Y);  Put this in the scene_init.script of the scene where you need to place the actor. if depend of the position on the scene before, you can use global variables... you can declare this on base.script with reserved word "global" and then you can use this variables in all the scripts of your game.

For example: if you have two entity doors in a scene called room, in the door1.script you put something like this:

Code: [Select]
on "LeftClick"

in the door2.script:

Code: [Select]
on "LeftClick"

in base.script:

Code: [Select]
global output;

and in scene2_init.script:

Code: [Select]

     case "door1":{
          actor.SkipTo(pos x1,pos y1);
     case "door2":{
          actor.SkipTo(pos x2,pos y2);

2 - this is more complicated, you must to create a script, and attach to scene where you like to move your actor while press LeftClick. In this script you put something like  this.... To attach the script, go to scene edit, click on properties and clic on Scripts button, here you can create a new script for the scene.

Code: [Select]
var IsMoving=false;
on "LeftClick"
actor.GoTo(Scene.MouseX, Scene.MouseY);
on "LeftRelease"


Recommendation: read the wme book online this help me a lot at start with wme

Technical forum / Re: Does WME supports normal maps?
« on: August 18, 2013, 08:48:11 PM »
you speak about uv maps to make a texture??? like this--->

Technical forum / Re: Keyboard control help???
« on: August 07, 2013, 07:51:29 PM »
take this demo -->

in this demo you can see the keyboard actor  controller.

WME Lite / Re: Resolutions
« on: August 03, 2013, 12:39:29 PM »
You can use the help of WME too.

if you need some functionality in any object of the game, like windows, actors, scenes, sprites, ... you can search into WME documentation clicking on help in wme. if you need change something to scenes, look the scene object on WME documentation and  you can look all the functionality of this object. And this with all.

Technical forum / Re: Changing the Alpha value for 3D actors
« on: August 03, 2013, 12:32:04 PM »
i try your code and works fine for me and wme 3d demo.

i try with actor.AmbientLightColor=MakeRGBA(255,255,255,100); and actor.AmbientLightColor=MakeHSL(100,150,200); and the two work fine for me.

try with actor.AmbientLightColor=MakeRGBA(255,0,0,255);<--- The character change to red?? try with differents values and look the diference.

You can use Scene.AmbientLightColor but this affect to all 3d actor of the scene

WME Lite / Re: Resolutions
« on: July 28, 2013, 02:46:47 PM »
hi and welcome. About templates, you can create your own template.

see this---->

and this---->

too, you can modify the template layer on scene editor...see this image--->

Bug reports / Re: Slow SaveGame() & LoadGame() when in fullscreen?
« on: July 24, 2013, 03:38:26 PM »
 the 3d demo on wintermute don't use the new quicksave parameter for save games, but there are a problem with save games with wme 1.10.1. here you can see the specification ---> i don't know if this problem affect the 3d demo proyect.

in the new version, there are a new parameter named QuickSave that no exist in old version, and the 3d demo project is older, maybe its hasn't got this parameter implement in the proyect...

i dont know about the difference between save on window, and save on full screen, maybe its the screen size.

for this maybe, its can take many time the 3d  proyect to save, than  new projects with the quicksave parameter.. but only its a supposition.

See the wme 1.10.1 specification on the web before and maybe you can find the answer of time for the time to save games.

i recomend you that create a new proyect with the quicksave parameter implemented and test it..

sorry for my english...XD

Community bulletin board / Re: hobby, freestyle writer
« on: July 13, 2013, 12:05:54 PM »
hello, i dont know what kind of game do you like to do, but for your name i think that you like to do something like sims... well, you can get object for sims here:

i think that you can use this objects for your game... and there are a lot of webs with this type of material. But in general who develop a game with wintermute use her own pictures or drawings ;)

Can I customize my characters?

you can model your characters, drawing in 2d, or modeling in 3d, and put your own character in your game. And you can do this with objects and all the images of your game.

i think that you need an illustrator, search him and you can do all you imagine... ;)

about network game, no, wme not is an engine for network games, her main purpose its adventure games and dont implement network functions.

note:sorry for my bad english ;)

One little program that i found very useful:

It allow you to search a string inside every file in a folder (and sub-folder obliviously :) ) and tell you the file that contain that string. In that case you could have found all the file with "slash_right" in some seconds ;)

you can use notepad++ too its very simple and its have a lot of tools.... ;)

Technical forum / Re: Subtitles
« on: July 07, 2013, 05:24:21 PM »
First, you must create a new window with a static field where you like to appear the subtitle. See this--->

Second in the scene_init.script of the scene where you like to put the subtitle, call the window, and get the static field. Then set the text of the field with your subtitle.

the code in scene_init.script its something like this:

var subtitlewindow = Game.LoadWindow("path and name of the window");
var subtitle = subtitlewindow.GetControl("name of static control of window");
subtitle.Text="Welcome to Peradeniya Park";
Sleep(5000); //time that the window its visible
Game.UnloadObject("subtitlewindow"); // destroy the window from memory ;)

this is the basic for this. you put this code in all scenes changing the text of the static control from the subtitle window.

note: you can create a function type showSubtitle(String text); and you can call this function in all scenes_inits. But this is more advanced, read the wme book to learn this.


Technical forum / Re: border
« on: June 05, 2013, 07:25:27 PM »
Hello, the black area is the diference between your desktop resolution, and  game resolution, if you dont like this area, set your desktop resolution same values as your game.

You can use any resolution supported by your pc, but you must do the scene template with the resulution that you like it.

here a post where speak about this

Now i ask me, are there some function to change the desktop resolution when the game start and recover the original resolution at end??

Technical forum / Re: problem with opening a text file for reading
« on: April 25, 2013, 04:12:55 PM »
Not ear me this lines

i think that the problem is the "AfterLoad" event.

This event launch when the game start, how you launch the event for second time?? ...or when you launch the game for second time... 

i think that something like this is the problem..

sorry for my bad english

edit: bad response, this problem happen you when you load a save game, no?

Foro técnico / Re: Algo en cristiano?
« on: April 17, 2013, 08:49:41 PM »
no hay de que, intentare seguir traduciendolo poco a poco, un saludo!

Pages: [1] 2

Page created in 0.05 seconds with 23 queries.