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Messages - keybone

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46
Game announcements / Re: Return of the Tentacle - Teaser 1
« on: April 17, 2012, 03:21:59 PM »
very awesone..compliments.
but this is a new episode of the return of tentacle?

47
Game announcements / Re: Upcoming RPG I am making
« on: March 23, 2012, 11:07:59 AM »
awesone..
nice project ..

48
Game announcements / Re: [IN DEVELOPMENT] The Guttenburg Project
« on: March 22, 2012, 06:27:04 PM »
old style!!  O0

49
Game announcements / Re: Reversion
« on: March 15, 2012, 11:00:47 AM »
very nice!

50
tk for info Kaz;)

i have work on the script and i have find finally  ::rock how use method for done fadeIn e FadeOut of the music.

first to all crate methods.inc

and put this code:

Code: WME Script
  1. method MusicFadeOut(Channel)
  2. {
  3.    var volume ;
  4.    volume = Game.GetMusicChannelVolume(Channel);
  5.    var loop;
  6.    Game.Msg(volume);
  7.    for (loop=volume; loop>1; loop=loop-1)
  8.                 {
  9.                 Game.SetMusicChannelVolume(Channel,loop);
  10.                 Game.Msg(loop);
  11.                 Sleep(100);
  12.                 }
  13. }
  14. //////////////////////////////
  15. //to increase the volume to the level that we want (VolumeMax)
  16. method MusicFadeIn(Channel, volumeMax)  //channel and volumeMax
  17. {
  18.    var volume ;
  19.    volume = Game.GetMusicChannelVolume(Channel);
  20.    var loop;
  21.    Game.Msg(volume);
  22.    for (loop=volume; loop<volumeMax; loop=loop+1)
  23.                 {
  24.                 Game.SetMusicChannelVolume(Channel,loop);
  25.                 Game.Msg(loop);
  26.                 Sleep(100);
  27.                 }
  28. }
  29.  

then in base.inc add in methods.inc

Code: WME Script
  1. #include "scripts\methods.inc"

for use the methods

FADEIN

Code: WME Script
  1. Game.PlayMusicChannel(2,"path muisc");
  2.  
  3. Game.MusicFadeIn(2,70);

in this way the volume increases to the maximum volume, in this case we decided that is 70.

FADE OUT

Code: WME Script
  1. Game.PlayMusicChannel(2,"path muisc");
  2. Game.MusicFadeIn(2);
  3.  

in this way diminish the volume gradually to 0.

of course remove Game.Msg. I am just to check if everything works.
I hope I can help someone. ::wave

51
Hi, i have create this simply script for fade in the music. This work ::beer


Code: WME Script
  1. Game.PlayMusicChannel(2,"path music");
  2.  
  3.  
  4. var volume ;
  5.   for (volume=volume; volume>1; volume=volume-1)
  6.                 {
  7.                 Game.SetMusicChannelVolume(2,volume);
  8.                 Game.Msg(volume);
  9.                 Sleep(100);
  10.                 }

i have a question for create a method for dont rewrite this code for any scene, how can done it?

i have try with this in the game.script
method MusicFade(Channel)
{
   var volume ;
   volume = Game.GetMusicChannelVolume(Channel);
   for (volume=volume; volume>1; volume=volume-1)
      {
      Game.SetMusicChannelVolume(Channel,volume);
      Game.Msg(volume);
      Sleep(100);
      }
}

and in the scene i have put code
Game.MusicFade(2);

but dont work  :'( 

any idea..?

p.s. game.msg is only for check..

52
Scripts, plugins, utilities, goodies / Re: Sound emitter
« on: March 02, 2012, 10:26:41 AM »
nice script!  ::rock

53
Game announcements / Re: Vsevolod game
« on: March 01, 2012, 06:34:12 PM »
site very nice..i like style of the site.
for the game intresting the style "3d" with strong stroke black and actor in 2d. very nice style.
contrats. ::rock

54
Game announcements / Re: J.U.L.I.A. Playable demo now available
« on: February 28, 2012, 09:08:48 PM »
now donwnload :D after i give the my feedback  ::rock

55
Scripts, plugins, utilities, goodies / Re: Letter by letter writing
« on: February 24, 2012, 07:31:51 PM »
tk for share your script:)

56
Game announcements / Re: The Kite (Released 2012)
« on: January 25, 2012, 08:27:00 PM »
nice design!

57
Game announcements / Re: Escape from the Mansion [Working Title]
« on: December 05, 2011, 08:42:21 PM »
very nice style

58
Technical forum / Re: FPS limit and thumbnail problems
« on: November 20, 2011, 03:01:05 PM »
for first problem for each character 3d there is the velocity

ACTOR3DX
{
  NAME = "Actor1"
  CAPTION = "Actor1"
  INTERACTIVE = TRUE
  ACTIVE = TRUE
  SCRIPT = "actors\Lucine\Actor1.script"
  ;SHADOW_SIZE = 12.0
 ;LIGHT_POSITION { -40, 200, -40 }
  SHADOW_TYPE = "stencil"
;  SHADOW_COLOR { 0, 0, 0, 128 }
;  SHADOW_MODEL = "actors\Actor1.x"
  SCALE = 100
  FONT = "fonts\Monotype Corsiva Lucine.font"


  ;--- velocity
  VELOCITY = 35.0  ANGULAR_VELOCITY = 200.0

try ti set this.
if is a 2d sprite/character there is the delay in sprite editor for change velocity of the animation.


59
Game announcements / Re: Miskatonic
« on: November 15, 2011, 09:15:53 PM »
nice, now run to view :)

60
Technical forum / Re: 2.5D with hand drawn background and 3D actor
« on: October 29, 2011, 01:53:21 PM »
I'm not a 3D artist but I believe that the easiest solution will be to import the background in your 3D app and then draw very simple 3D objects over it. You can make your life easier if you use 2D pathfinding.

y best solution. anyway need only the walks (terrain where run the actor3d ) and wall o bloks for the shadows(if want that the shadow follow for example the wall of a house or of a rock ).

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