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Messages - Art

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31
Technical forum / Skip video by ESC, not by leftclick
« on: December 05, 2005, 10:51:10 AM »
is it possible to override ?

32
Technical forum / Override item selection event
« on: December 04, 2005, 03:06:23 PM »
Is there any way to catch moment when user selects item from inventory?
There are some items in my game, which are not really usual item. Item is really some hint. So i want to display a picture everytime user clicks on item in inventory, and not to select it as ActiveItem.
How can i deal with it?
I tries to add "LeftClick" event into item script, but i guess it did not work... ???

33
Technical forum / Re: Precache music file
« on: November 28, 2005, 08:40:59 AM »
Tnx, it worked!

About music chaching, i think, i'll pause the game between sceens
Anyway, controlling this value from the scripts would be a nice feature, imho...

34
Technical forum / Re: Precache music file
« on: November 25, 2005, 09:19:29 PM »
And one more question about music:
Is it possible not to stop playing music when i call LoadWindow from scene
For example, i'd like to continue currently playing music when user pushes ESC to go to main menu...

35
Technical forum / Re: Precache music file
« on: November 25, 2005, 09:11:43 PM »
Hi Mnemonic. Good to hear you again :)
yes,right. I precache all scene data on loading...
How could we increase buffer size? Another exe or some option in registry ?

36
General Discussion / Re: News about Mnemonic
« on: November 23, 2005, 09:46:33 PM »
I'm glad you ok Mnemonic :)

37
Technical forum / Precache music file
« on: November 23, 2005, 09:40:34 PM »
Is there any way to precache entire music file, like LoadSound function ?

I use Game.PlayMusic() method to play music in my game, but when i change scene, if loading takes a little bit long - fewlast seconds of music loop, and then, after scene is loaded - it becomes ok....

I'd like to avoid this "effect" :)

38
Technical forum / Re: Unpack package
« on: November 23, 2005, 09:38:07 PM »
My luck, i've found backup  ::beer  ::beer

39
Technical forum / Unpack package
« on: November 19, 2005, 09:53:39 AM »
Hi.
Is there any way to unpack package into sources ? :-\

40
Technical forum / Re: E_INVALIDARG error with OGG file
« on: July 21, 2005, 08:12:59 AM »
Sorry. I've reinstalled patched 1.4.1. Everything works fine  ::rock

41
Technical forum / E_INVALIDARG error with OGG file
« on: July 21, 2005, 08:05:40 AM »
Hi. I've got error messages like

10:49: Error loading sound 'scenes\01_kvartira\02_hall\vovka\02\vovka_smack.ogg'
       returned: E_INVALIDARG
10:49: Error loading sound 'scenes\01_kvartira\02_hall\vovka\02\vovka_smack.ogg'.
10:49:

when starting game. I've installed last patch 1.4.1.

On my notebook everythink works fine. There is ver 1.4.1 on it too.

All ogg files result in same error.
Here is a sample OGG: http://www.agames.ru/temp/vovka_smack.ogg
 ???

42
Technical forum / Re: How do i: Play several looped sounds together
« on: May 19, 2005, 08:59:52 AM »
Thank you Mnemonic :)
It should help me

43
Technical forum / Re: How do i: Play several looped sounds together
« on: May 18, 2005, 06:41:49 PM »
simultaneously

44
Technical forum / How do i: Play several looped sounds together
« on: May 18, 2005, 04:13:27 PM »
When i call Game.PlaySound, it terminates playing of previus sound.
I need to play several ogg files together in depense of state of the game ???

45
Technical forum / Re: ForceTalkAnim
« on: April 29, 2005, 07:03:49 PM »
1. Between start playing next animation and after the first one is finished, i need to make some preparation think. It takes very little time, some lines of code. But entity has time to blink. Entity has lot of sprites and there are lot of entities :). I could do a static last frame sprite for each of them, but it would take LOT of time, so i though may be we could do some option in sprite, like "leave last frame as default" or something like that, which would do all this work automatically. It would be really great.

2. I wrote some kind of internal language for easy programming of entity's behaviour. It like assembler:
play ANIMATION
loop N times
jmp LABEL (goto label)
je LABEL (goto if entity's property is set).
jne LABEL (goto if entity's property is not set)
and so on
call some_method <= here i need to call external entity's method, and name of function is operation's parameter.

i've implemented it with ApplyEvent with following infinite loop. which waits a semaphore from object, so this is not a really nececcary think.  ::rock

The first question really gives me trouble  ???

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