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Messages - Catacomber

Pages: 1 ... 3 4 [5] 6 7 ... 30
61
Technical forum / Re: Coloring a region
« on: June 25, 2009, 04:45:46 AM »
I can do this via set sprite and have two sprites.   :)  But can't I do it the other way? 

It's very easy via set sprite but just curious if there's another way.  :  )

62
Technical forum / Re: Coloring a region
« on: June 25, 2009, 04:44:12 AM »
OK, I did a search on this and found out you can't color a region.  But I have a new question.

How do you set a sprite object's sprite to a certain frame of that sprite when you enter a scene

---and then change that sprite's frames to its normal frame sequence when you click on the sprite. 

So say you have a sprite with 3 frames, small explosion, medium explosion, large explosion.

When you enter the scene you want the sprite to show up as only small explosion.

But when you left click on the sprite entity, you want to see the whole sequence of the sprite going through small, medium and large explosion?  I've tried this a few different ways but have not been successful yet.

63
Technical forum / Coloring a region
« on: June 25, 2009, 03:34:10 AM »
I have no problem changing the color of a sprite entity in a scene using make rgb.  But when I try to change a region's entity's color the same way, nothing happens.  The region entity is checked colorable (although it's grayed out) but nothing happens.  Any help is appreciated.  I can use a special effect to achieve the same thing I want to do with the coloring but I'd like to know why it's not happening via make rgb.  Thanks.

64
Technical forum / Re: Color a sprite red
« on: June 22, 2009, 05:48:39 PM »
Thanks, Azrael!    :D

65
Technical forum / Re: Color a sprite red
« on: June 22, 2009, 04:53:51 AM »
Thanks.  I got it to work:

this.AlphaColor = MakeRGB(255, 0, 0, 255);

which is your script without the fourth parameter so your script works fine and so does mine.  : )  I'm not sure what the fourth parameter is but will search it in the forum.  I'd like to know what each parameter represents.

Thanks. : )

66
Technical forum / Color a sprite red
« on: June 22, 2009, 03:55:19 AM »
I'd like to color a sprite in the scene red while something is going on.  I searched the forum and found some script but it doesn't seem to work.

Any help is appreciated.

I found this script:

this.AlphaColor=MakeRGB("255, 255, 255, 255");



67
This is absolutely charming and entertaining. 

68
Technical forum / Coping with Theora
« on: June 06, 2009, 04:15:56 AM »
I use a lot of Theora videos and I had the same problem people have had of the split second reversal to whatever the background of the scene was before you move to the next scene after the video plays and that is very jarring. 

I solved that by doing what Metamorphium suggested in one post --- have a background scene that is a screenshot of part of the video that makes sense before you move to the next screen.  I did that actually before I saw his post when I was searching through the forum for something else.  :  ) 

But I have found a nice modification imho---by having the background scene be one thing before the video plays and then changing the background scene to what you want it to display after the video plays.  So now I can have an opening background with a pic and text, play the video and switch the background for a graphically compatible scene that makes a nice segue to the next scene:

Code: WME Script
  1.  
  2. #include "scripts\base.inc"
  3.  
  4. actor.Active = false;
  5. InventoryHidden = true;
  6. hud.Active = false;
  7. hud.Visible = false;
  8.  
  9. Sleep(5000);
  10.  
  11. Game.PlayTheora("Video\storm2.ogv");   
  12.  
  13. var b = Scene.GetNode("background");
  14. b.SetSprite("scenes\Storm\Afterstorm.jpg");
  15.  
  16. Sleep(100);
  17.  
  18. Game.ChangeScene("scenes\Vacation_House\Vacation_House.scene")
  19.  
  20.  

Having switched the image of the background I could even add a few particle matters or something to spice it up before you switch to the next scene.  :  )

69
Technical forum / Re: "I can't use these items together"
« on: June 04, 2009, 01:04:50 AM »
Here's the code:

Code on gold bar

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. on "LeftClick"
  4. {
  5.     Game.SelectedItem = "bar";
  6. }
  7.  
  8.  
  9. on "crow"
  10. {   Game.TakeItem("crowbar");
  11.      Game.DeleteItem("crow");
  12.      Game.DeleteItem("bar");    
  13.         }
  14.  

Code on the crow

Code: WME Script
  1.  
  2. #include "scripts\base.inc"
  3.  
  4. on "LeftClick"
  5. {
  6.     Game.SelectedItem = "crow";
  7. }
  8.  
  9. on "bar"
  10. {   Game.TakeItem("crowbar");
  11.      Game.DeleteItem("bar");   
  12.      Game.DeleteItem("crow");
  13.  
  14. }
  15.  

Code on the crowbar

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. on "LeftClick"
  4. {
  5.     Game.SelectedItem = "crowbar";
  6. }
  7.  
  8.  


Items:
Code: WME Script
  1. ITEM
  2. {
  3.    CURSOR_COMBINED = FALSE;
  4.    CAPTION = "Crow"
  5.    NAME = "crow"
  6.    IMAGE = "scenes\House_Arrest2\Crow2.png"
  7.    CURSOR = "scenes\House_Arrest2\Crow2.png"
  8.    CURSOR_HOVER = "scenes\House_Arrest2\Crow2.png"
  9.    SCRIPT = "items\crow.script"
  10. }
  11.  

Code: WME Script
  1. ITEM
  2. {
  3.        CURSOR_COMBINED = FALSE;
  4.            CAPTION = "Bar"
  5.            NAME = "bar"
  6.            SPRITE = "scenes\House_Arrest2\Bar2.png"
  7.            CURSOR = "scenes\House_Arrest2\Bar2.png"
  8.            CURSOR_HOVER = "scenes\House_Arrest2\Bar2.png"
  9.            SCRIPT = "items\bar.script"
  10. }
  11.  
  12.  

Code: WME Script
  1. ITEM
  2. {
  3.        CURSOR_COMBINED = FALSE;
  4.            CAPTION = "Crowbar"
  5.            NAME = "crowbar"
  6.            SPRITE = "scenes\House_Arrest2\crowbar.png"
  7.            CURSOR = "scenes\House_Arrest2\crowbar.png"
  8.            CURSOR_HOVER = "scenes\House_Arrest2\crowbar.png"
  9.            SCRIPT = "items\crowbar.script"
  10. }
  11.  
  12.  

70
Technical forum / Re: "I can't use these items together"
« on: June 03, 2009, 03:09:59 PM »
Thanks, I'll post the scripts tonight.  I think it's because the image (cursors) of both items used on each other would disappear before the new image (cursor) item is generated but not sure.

For example---and again I'll post the code later--am not at my computer:

You have a bar and a crow.  You can use the crow on the bar to make a crowbar.  Or use the bar on the crow to make a crowbar.  The pictures of the items are their cursor--not the ingame cursor.  When they should combine and both bar picture and crow picture go away to be replaced by picture of crowbar--nothing happens if and only if CURSOR_COMBINED = FALSE.  If CURSOR-COMBINED = TRUE, everything works as normal.

71
Technical forum / Re: "I can't use these items together"
« on: June 02, 2009, 06:02:52 AM »
For some reason if I set the combined cursor to false for one inventory object that can be combined with another inventory object to get a new inventory object, the inventory objects that are supposed to work on each other don't. 

If it's an inventory object working on an in-game object it's ok, everything works fine-- but not an inventory object working on another inventory object.  This is not a big deal, I'll work around it but I'd like to know why it's happening like this.  : )

That is, I'd like to know if I made a mistake somewhere or this is the way it's supposed to be.

My code on the objects looks fine and it's the same code that was there before I changed the combined cursor to false so I could just have the pic of the object and not the cursor with the object.

72
Technical forum / Re: "I can't use these items together"
« on: June 01, 2009, 04:28:30 PM »
Thank you. Then the problem of not combining is something else---I'll recheck a few things. 

73
Technical forum / Re: "I can't use these items together"
« on: May 31, 2009, 04:48:11 AM »
I read the documentation and just want to check something.  :  )

If I put

CURSOR_COMBINED = FALSE

on items I want to use on one another, I can't use one on the other

only if I set it to true


If I put

CURSOR_COMBINED = FALSE

on items for example that I want to use as weapons, the normal cursor disappears and it looks like I'm using the weapon on whatever it strikes---this is great because that's what I was hoping to do.

So for items that you want to use to affect something else but not combine with something else you go FALSE.

But if you want to combine one item with another, you go TRUE?

I was just trying to get the effect with a weapon that the item when you strike the target doesn't appear to the right of the normal cursor---it is the cursor.  And that happens if I go FALSE.

Just checking.  :  )


74
Technical forum / Re: "I can't use these items together"
« on: May 28, 2009, 01:32:33 AM »
Hey, Mnemonic, I'm sorry to have asked so many questions I could have solved by reading the documentation but I have been so wrapped up in trying to polish the game and you have been so kind to answer my questions, that I totally forgot about the documentation.  : )  Will try to look before I ask.  :  )

75
Technical forum / Re: "I can't use these items together"
« on: May 27, 2009, 04:03:18 PM »
Ah, yes, documentation.  :  )  Thanks, Mnemonic!  Now everything looks good.   :D

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