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Messages - maze

Pages: 1 2 3 [4]
46
Game design / Re: Death
« on: December 13, 2007, 07:52:32 AM »
Take a look at CHARLIE FOXTROT http://www.vanwijst.com/games/charlie_foxtrot/.
I'll think you like it.  ;) Funny death scenes included.
This game shows good ways to die...and retry


47
Feature requests, suggestions / Re: Another music wish...
« on: December 02, 2007, 11:47:17 PM »
Quote
Like i proved to myself today, SetMusicPosition and GetMusicPosition doens't work as expected, as it has at least 1 second delay due to sound buffering :-(

I have the same problem. Is there a solution to avoid this delay?
Could preload the music help?

48
Technical forum / Re: Changing the default font
« on: November 22, 2007, 02:01:23 PM »
You have to set the font in the actor definition file.
For example: data\actors\molly\molly.actor  :o

49
Technical forum / Re: Window button/static scripts
« on: November 18, 2007, 03:57:34 PM »
Sure, but it brought me on the right way.

Many thanks!

50
Technical forum / Re: Window button/static scripts
« on: November 16, 2007, 08:00:05 AM »
Hi Derman,
just at the moment i'll need a slider too. It would be nice (and save my time), if you post your loop script.  ???
Thanks

51
This might be usefull,

thanks for the link

52
@ Dudeldei:

Where to find this free version of anime studio?
I only found the trial version.  ::slug

53
Technical forum / Re: snoring scene entity
« on: October 25, 2007, 11:52:02 AM »
Sure you can write a loop whitout an event. Just leave it out.
A script would be a better solution, cause you could make the snore with random sounds/sprite changes.

54
Technical forum / Re: snoring scene entity
« on: October 25, 2007, 11:09:39 AM »
I think you don't need a script at all.

Just take a closer look to SpriteEdit. You could add a sound to each frame in SpriteEdit.

55
Game design / Re: Model help?
« on: July 28, 2007, 11:52:30 PM »

56
Technical forum / Re: Problem with saving X & Y coordinates
« on: July 11, 2007, 05:08:34 PM »
 :o Thanx to the king of code.
I'll never figure this out by myself.
It's good to know, now I understand wme a little bit more.
Once this little game is finished, I'll give it to the wme community as open source, but I think this will take a while.
Did you like it, or is it terrible circular coded?

57
Technical forum / Re: Problem with saving X & Y coordinates
« on: July 11, 2007, 01:07:17 PM »
Yes, they are declared at the puzzle.inc and I used them only in this two scripts.

Could it be cause the save-script is attached in the load script(scene_init)?

Maybe it's no big problem, cause I'm not very experienced with your wme, the only scripting languages I normaly use are for machine's.
If you want, I'll send you the whole project file.

Thanks for wasting time with me.




58
Technical forum / Re: Problem with saving X & Y coordinates
« on: July 11, 2007, 10:55:33 AM »
I give you the two scripts

Saving:
Code: [Select]
#include "scripts\base.inc"
#include "scripts\keys.inc"
#include "scripts\puzzle.inc"

var yellow1 = Scene.GetNode("yellow1");
var yellow2 = Scene.GetNode("yellow2");
var yellow3 = Scene.GetNode("yellow3");
var blue1 = Scene.GetNode("blue1");
var blue2 = Scene.GetNode("blue2");
var blue3 = Scene.GetNode("blue3");

on "Keypress"
{if(Keyboard.KeyCode==VK_F5 || Keyboard.KeyCode==VK_F5)
   
{save_yellow1X = (yellow1.X); // save the peg position's
save_yellow1Y = (yellow1.Y);
save_yellow2X = (yellow2.X);
save_yellow2Y = (yellow2.Y);
save_yellow3X = (yellow3.X);
save_yellow3Y = (yellow3.Y);
save_blue1X = (blue1.X);
save_blue1Y = (blue1.Y);
save_blue2X = (blue2.X);
save_blue2Y = (blue2.Y);
save_blue3X = (blue3.X);
save_blue3Y = (blue3.Y);
Game.ChangeScene("scenes/options/options.scene"); // and load the options menu
    }
   
}
and loading:
Code: [Select]
#include "scripts\base.inc"
#include "scripts\puzzle.inc"


// here comes the stuff which initializes the scene
actor.Active = false;

// get the peg's from scene
var yellow1 = Scene.GetNode("yellow1");
var yellow2 = Scene.GetNode("yellow2");
var yellow3 = Scene.GetNode("yellow3");
var blue1 = Scene.GetNode("blue1");
var blue2 = Scene.GetNode("blue2");
var blue3 = Scene.GetNode("blue3");



if(Game.PrevScene=="options") // if we came back from options
{ yellow1.SkipTo(save_yellow1X, save_yellow1Y);
  yellow2.SkipTo(save_yellow2X, save_yellow2Y);
  yellow3.SkipTo(save_yellow3X, save_yellow3Y);
  blue1.SkipTo(save_blue1X, save_blue1Y);
  blue2.SkipTo(save_blue2X, save_blue2Y);
  blue3.SkipTo(save_blue3X, save_blue3Y);      // recover the peg's placement
 
  if (yellow1_selected == true) yellow1.PlayAnimAsync("scenes\puzzle\sprites\yellow_sel.sprite");
  if (yellow2_selected == true) yellow2.PlayAnimAsync("scenes\puzzle\sprites\yellow_sel.sprite");
  if (yellow3_selected == true) yellow3.PlayAnimAsync("scenes\puzzle\sprites\yellow_sel.sprite");
  if (blue1_selected == true) blue1.PlayAnimAsync("scenes\puzzle\sprites\blue_sel.sprite");
  if (blue2_selected == true) blue2.PlayAnimAsync("scenes\puzzle\sprites\blue_sel.sprite");
  if (blue3_selected == true) blue3.PlayAnimAsync("scenes\puzzle\sprites\blue_sel.sprite"); // recover selected peg
}

else // Init a new game
{
// peg's are not selected
yellow1_selected = false;
yellow2_selected = false;
yellow3_selected = false;
blue1_selected = false;
blue2_selected = false;
blue3_selected = false;

// peg placement
state_yellow1 = 1;
state_yellow2 = 2;
state_yellow3 = 3;
state_blue1 = 6;
state_blue2 = 7;
state_blue3 = 8;

// field's states
state_1 = true; // occupied
state_2 = true; // occupied
state_3 = true; // occupied
state_4 = false;// free
state_5 = false;// free
state_6 = true; // occupied
state_7 = true; // occupied
state_8 = true; // occupied
}


// load options
Game.AttachScript("scripts/options.script");

////////////////////////////////////////////////////////////////////////////////
// scene state
global Statepuzzle;


// default values
if(Statepuzzle==null)
{
  Statepuzzle.Visited = false;
  // add scene states here
}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables



////////////////////////////////////////////////////////////////////////////////
if(!Statepuzzle.Visited)
{
  Statepuzzle.Visited = true;

  // this is our first visit in this scene...
  music_on = true;
  sound_on = true;
  music_vol = 70;

}

////////////////////////////////////////////////////////////////////////////////
// Some music
if(music_on == true)
{Game.SetGlobalMusicVolume(music_vol);  // volume
if(!Game.IsMusicPlaying())  //if music is already playing, game wouldend start it new
{
Game.PlayMusic("music\bongobongo.ogg");
}
}

59
Technical forum / Problem with saving X & Y coordinates
« on: July 11, 2007, 10:33:31 AM »
Hi Guy's,

I want't to save the X and Y Position of some entities, for a recall after a scene change.

I write it in global's like this: 
Code: [Select]
save_blue1X = (blue1.X);And recall it like this: 
Code: [Select]
blue1.SkipTo(save_blue1X, save_blue1Y);
It work's fine, but after I change the scene two times, in my save-global's is a null and all my entities are in the leftup border from the screen.

Thx


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