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Messages - Art

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16
Technical forum / Re: Actor walking
« on: March 08, 2006, 08:43:26 AM »
Even more:
I've just created right walking sprite, which actually moves left.

Code: [Select]
SPRITE {
  NAME="right"
  LOOPING=TRUE
  CONTINUOUS=FALSE
  PRECISE=TRUE
  FRAME {
    DELAY = 25
    MOVE {-10, 0}
    KEYFRAME=FALSE
    IMAGE = "actors\student\rr\right001.png"
    HOTSPOT {110, 421}
    EDITOR_SELECTED=TRUE
  }

  FRAME {
    DELAY = 25
    MOVE {-10, 0}
    KEYFRAME=FALSE
    IMAGE = "actors\student\rr\right001.png"
    HOTSPOT {110, 421}
  }

}

But when i try it in engine, it still canmove right.
So my opinion is that it should not :)

17
Technical forum / Re: Actor walking
« on: March 08, 2006, 08:36:05 AM »
I don't think so, i've set 100% scale to my scene - result is the same...
But it seems to me that except moving by deltas in sprite, engine adds some more delta to character's moving.
For example, if i make walking sprite with only one frame without moving delta - it's moved by engine anyway (see generic actor from tutorial). So does the shifting of actor done by engine only for _one frame sprite without moving_, or the same _additional_ shifting is performed by engine always?

18
Technical forum / Re: Actor walking
« on: March 07, 2006, 09:40:30 PM »
Then why walking looks different when i look it in sprite editor (it's good) and in engine (it's slips a little bit more, then in sprite editor)?

19
Technical forum / Actor walking
« on: March 07, 2006, 12:02:52 PM »
I have a question:
It seems to me, that after i prepare actor's walk animation and actor is walking on the scene, it take a little bit more delta, then it's set in walk animation sprite. May me some constant (about 2-3 pixels more) made by engine.
If so, can i turn off it, and make my actor move only on deltas i've put in the walk sprite animation?

20
Technical forum / Re: Screen post processing
« on: March 01, 2006, 10:57:28 AM »
I think it won't be not a good way for me.

What about transperent bitmap with some effects, which i'll for example would periodically hide and show?
How can i get know about resources, which this decision would additionaly require for end user's hardware? Better CPU or GPU?

And what about sprite animation from several such fullscreen semitransperrent bitmaps? Here comes just more memory in comparison with one bitmap (how much then for example for 800x600x32 resolution). Is it video or pc memory?

21
Technical forum / Re: Screen post processing
« on: March 01, 2006, 08:12:40 AM »
Sorry, i'm not yet very familiar with direct X programming.
Could you explain conceptualy what will it give?

22
Technical forum / Re: Screen post processing
« on: February 28, 2006, 08:41:29 PM »
Hi Jan!

And don't you plan to implement such pretty feature into plugin system in future?
Something like virtual method to which bitmap is passed as argument or like this....

23
Technical forum / Screen post processing
« on: February 28, 2006, 01:04:25 PM »
Hi all.
Sorry for may be lame question, i did not really researched this before posting this topic, hope you'll let me know if i really should or should not do it.

I'd like to make some post processing for the final picture, rendered by the engine.
I know there is a plugin system.
So can i using it post-process the picture of the game in hole as bitmap?
I need to add some special effect like white noise or may be degradation.

And if so, how much PC resources will it take?

May be you have any other (than using plugin system) sugessions?

24
Oh, really, i've removed close ...  ::)

25
Technical forum / Re: Saving and loading takes too looooong
« on: January 12, 2006, 04:40:40 PM »
1. I do not use this script. And what is this? Anything interesting and usefull? ;)
2. I really use arrays, and it's important for me to use them. It would be very difficult to program my current logic without them, couse all my dialogs are based on array of strings. At this moment i've implemented my own save and loading functions. Saving occurs automatically in the end of each level, and loading just moves to the first scene of the level user wishes to load. So states are not saved.

26
Hi all.
I have implemented menu, changed loading and saving options. And now, when for example i load game, after loading process returns into the loading window. It is not closing automatically, so i have to push ESC twice, to return into main menu first and then - into the game.
What can it be? I cannot find any difference in call logic with tutorial example. May be some window option ?
I really cannot find it

27
Technical forum / Re: Saving and loading takes too looooong
« on: January 10, 2006, 03:32:27 PM »
Yes I do both :(

28
Technical forum / Saving and loading takes too looooong
« on: January 10, 2006, 01:23:57 PM »
Hi all. I'm preparing release of a game. And i've got a problem. After going through the game, saving and loading takes more and more time. For example one of our testers says that it takes 19!!! minutes to save and 4!! to load.
This happens after you get 6th level. If i force game to start from 6th level at once, saving and loading is ok.
What can it be? May be with time engine saves to much information? If so is there any way to reset (forget) games states when new level is started ???
Any ideas ? ???

29
Technical forum / Re: Currently selected item in inventory
« on: December 19, 2005, 03:26:01 PM »
Right :) Thanks Mneminic

30
Technical forum / Currently selected item in inventory
« on: December 18, 2005, 07:08:04 PM »
Hi.

Is there any way to get index of the item, which is first in inventory box right now?
I'd like to hide prev and next buttons from inventory box, when it's not possible to scroll more left or right.

Thanks in advance..

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