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Messages - sychron

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61
Game announcements / Re: Strange Change: small finished game
« on: November 15, 2008, 04:34:25 AM »
Not without spoiling to much --> pn

62
Game announcements / Re: Strange Change: small finished game
« on: November 15, 2008, 04:27:13 AM »
ah, /that's/ the tickle rat ...



63
Game announcements / Re: Strange Change: small finished game
« on: November 15, 2008, 04:19:40 AM »
If you have got a tickle rat, this means two things to me:
1.) You haven't found another inventory item.
2.) You've found an inventory item I didn't find yet.

64
Game announcements / Re: Strange Change: small finished game
« on: November 15, 2008, 03:54:43 AM »
ahem ... you CAN save ... after all, this is Wintermute ;-)

65
Game announcements / Re: Strange Change: small finished game
« on: November 15, 2008, 03:26:11 AM »
Nope ;-)
I'm currently stuck at the puzzle itself, trying to figure out how to solve it without bruteforcing through 4^9 possible combinations ;-)

And for your problem: (Spoiler, mark to read)

Examine the rooms closely, try to remember where you found something and try to use it accordingly ;-)

66
Game announcements / Re: Strange Change: small finished game
« on: November 15, 2008, 01:36:03 AM »
Hmm, at some point, after a few puzzles, there are no more possible actions. Is this expected behaviour, or am I just blind? ... I'll do further investigation ;-)
/EDIT: I was blind, or better: blinded by the fact that leaving the screen to the RIGHT makes you walk into the next screen from BELOW ... kinda unintuitive ;-)

67
Community bulletin board / Re: im new and need help!
« on: November 15, 2008, 01:09:15 AM »
And HE said: "Thou shall not aim for a MMORPG without a basic knowledge in game programming."

68
Technical forum / Re: Reading and writing external files?
« on: November 14, 2008, 04:56:50 PM »
Hmm ... I hope you're referring to a simulated mobile here?

69
Technical forum / Re: SetCursor() too slow in game_loop.script
« on: November 14, 2008, 12:08:58 AM »
I would do it this way:

1.) Assign a unique number to each action.
2.) set up an array containing the mouse cursors.
3.) set up an array containing the corresponding action names
4.) set a "currenAction"-variable to 0 (no special action)
5.) modify each objects rightclick-handler to perform the following loop:

-increase the currentAction
-check wether the object can handle this event
-if no: loop again
-if yes:set the cursor

you should make sure that
- after the range of actions is depleted, you should restart searching from 0 or 1
- you should probably store the number you started with in a special variable to decrease the rare risk for an infinite loop (for if you obey the last point, the search will at least stop at the action you currently display if there is only one action)
6.) modify each objects exit-event to reset the currentaction to 0 and display the standard cursor
7.) modify each objects enter-event to set a default if you like

the "modify each objects"-part can be handled by a object script template afterwards.

70
Feature requests, suggestions / Re: actor.SkipToObject - Method
« on: November 13, 2008, 10:51:55 PM »
You can use a workaround ... get the objects x and y and use the actors skipto (with slightly modified coordinates) and lokat methods.

gotoObject() is intended for dynamic in-scene use, so normally you just use skipTo at the start of a scene ... unless you want to script a teleporter, that is.

71
Technical forum / Re: SetCursor() too slow in game_loop.script
« on: November 13, 2008, 10:39:24 PM »
you don't need an array for that. Have a look at the original gameloop to find out how to find the current active object via actobj. If this is not null, you can query it via canHandleEvent().

What are the five cursors you are talking about? Do you want to show every possible object interaction upon entering an object or region?
As far as I understood your request, you want to change to a "can be manipulated", "can be crawled through" etc cursor like in Overclocked, right?

72
Technical forum / Re: SetCursor() too slow in game_loop.script
« on: November 13, 2008, 09:48:04 PM »
You should probably not do it in the game loop, but create another script running an infinite loop, but only doing that cursor stuff and attach it to the game. Remember, WME can use script multitasking.
So the load intensive game loop will run with the high sleep timeout, while your script can run with a lower timeout. But you should NOT run the second loop without any sleep() at all.

But, it's a far better way to change the cursor at the enter and exit event methods of the objects in question. It is more work to do while developing the game, but it pays off, for the work is only done when needed, and you can define special cursors for every single object -- and it is the much "cleaner" way.

73
Technical forum / Re: Talking
« on: November 13, 2008, 01:38:47 PM »
Put the talk method in the on leftclick events of the objects and regions you want him to talk about.

74
Game design / Re: How do pros create a design document?
« on: November 11, 2008, 03:34:03 AM »
Tim Schafer celebrated the tenth birthday of Grim Fandango by releasing the original Grim Fandango Puzzle Document:
http://www.doublefine.com/themes/site_themes/default/freestuff/GrimPuzzleDoc_small.pdf
Happy reading ;-)

75
Software and games / Re: trueSpace 7.6 now FREE for all
« on: November 11, 2008, 02:44:54 AM »
Truespace is really strange. I did not find a way to save or load a scene ...

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