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Messages - SoundGuy

Pages: 1 ... 10 11 [12] 13 14
166
Feature requests, suggestions / Re: 3d scrolling
« on: November 21, 2006, 09:53:11 AM »


But where is one single game actually using any of those features? There is not a single one,

Wait until you see my game demo. Should be done within a month.
It uses ALL the features WME has to offer PLUS more I coded into DLLs.
I'll also share some of my code with the community once it's done, but not before.
Actually, not true, Some of my code is already on the WIki.


so how should be Mnemonic motivated tostep into huge redesign and conversion to full 3d?


I would hope so. In a year i'm planning on making a second adventure game, which by then I will require full 3d. And as much as I would like to stay with WME, it won't be possible by then unless it evloves inot that direction.


167
Scripts, plugins, utilities, goodies / Re: Going dynamical - Learn by code
« on: November 21, 2006, 02:50:10 AM »
Excellent ! Kudos !

this just shows  (again) how great WME is as an engine .

168
Feature requests, suggestions / Re: 3d scrolling
« on: November 21, 2006, 01:52:42 AM »
I'll also break my silence to say i would love to see both features in WME
OFC :
Xplatform > FULL 3d

but it'll save me the time i need to develop this engine myself in the future.
2.5d is awesome. 3d is needed for true profits. That's what publishers want, thats' what the gamers want.



169
Technical forum / Re: Mouse scroll button for Inventory
« on: November 17, 2006, 03:21:45 PM »
Easy, in your game.script use these two events:
Code: [Select]

on "MouseWheelDown"
{


MoveInventoryDown();

}

on "MouseWheelUp"
{

MoveInventoryUp();

}



MoveInventoryDown() and MoveInventoryUp() show make do the same thing as clicking the next or previous buttons in the inventory, and they should probably check if the inventory is showing in the case that you might hide it.

170
Feature requests, suggestions / F5 in scene editor
« on: November 16, 2006, 03:25:25 AM »
Hey,

I would like to ask that the F5 in the scene editor will do the same thing it does in the WME project manager, I.E start up the game for debug.


Oded

171
Hey Mnemonic,

I would like all the parameters that can be changed from the definition file to be changable form the engine, and vice versa for constants that can only be changed from the engine to be changed from the .DEF file as well.

Examples :
Text alignment, in some cases these can only be controlled from the definition file (of an actor or window)

in Actor3d :  DrawBackfaces
I would like this to also be in the act3d file, so that my actor will look lik it should in the scene editor.

I've sure i've mentioned this before in the IRC chan, but I bumped into it again now and I decided it'll be wise if this will be written here in the forum where it belongs.


172
Technical forum / Re: DirectWalk and 2d geotry
« on: October 22, 2006, 04:48:04 AM »
Want to move it to the wishlist forum ?
It's not a priority, just nice to have. I can always get my graphics guy make me a 3ds thingy for the geometry (which will also make my shadows relevant.)

173
Technical forum / Moonwalking Trinity
« on: October 21, 2006, 06:49:20 AM »
In the WME 3d demo I also noticed trinity is pulling a michael jackson and moonwalk when direct contorlling her to walk back.
The walk animation should probably be played backwards when walking back.




174
Technical forum / DirectWalk and 2d geotry
« on: October 21, 2006, 06:38:11 AM »
Hey,

i'm using a real 3d characted but my path finding relies on good ol 2d areas in the scene editor.
I tried adding the DirectControl from WME_DEMO_3D to my game and my actor just walks through everything like they aren't there.
well, they actually aren't there in the 3DS geomerty file.

Is this a Bug or misfeature ?

Oded

175
Done / Right align
« on: October 20, 2006, 12:36:11 PM »
hey,
I would like to request the option to change alignment from both the window definition file and from within scripts so i can do right alignment for all my text, and also changable from packages without need to duplicate packages.

This includes TEXT_ALIGN missing in editor window, and ability to change alignment from the scripts in dialog responses window. I'm sure there are more places where there is text that can be displayed but you can't control it's alignment.

176
Feature requests, suggestions / Re: Music segments queueing
« on: October 17, 2006, 06:50:40 PM »
I tired the "good old" ms counting and it doesn't work. the enige has a 500-1000ms lag that is upredictable, even if your ques are right on the milisecond.

177
Feature requests, suggestions / Re: Music segments queueing
« on: October 16, 2006, 02:41:49 PM »
How else could you make a synced song/music dialog (I.E. "A Pirate i was meant to be") without it ?

178
Technical forum / Re: PrintScreen
« on: September 05, 2006, 12:10:50 PM »
thanks man !

179
Technical forum / PrintScreen
« on: September 05, 2006, 03:43:41 AM »
the event on "Keypress" in my Game.script dont' capture the keypress on PrintScreen.
Bug ? or Mis-feature ?

SoundGuy.

180
I had this tough.
When you're translating a sentance from one language to another, it might not have the same structure, and i wanted to be able to keep a few sentances grouped together in one talk.

Lets say my actor wants to say:
"Hello."
"My name Is Guybrush Threepweeod."
"I want to be a pirate."

I'd write in my code

Code: [Select]
actor.talk("/GUYBRUSH_HELLO_00/Hello");
actor.talk("/GUYBRUSH_HELLO_01/My name Is Guybrush Threepweeod.");
actor.talk("/GUYBRUSH_HELLO_02/I want to be a pirate.");

and in string.tab i'd have:
Quote
GUYBRUSH_HELLO_00       Hello.
GUYBRUSH_HELLO_01       My name Is Guybrush Threepweeod.
GUYBRUSH_HELLO_02       I want to be a pirate.
and i'd have 3 files GUYBRUSH_HELLO_00.ogg GUYBRUSH_HELLO_01.ogg GUYBRUSH_HELLO_02.ogg.

but i was thinking, maybe when translating it, you need more then 3 sentances ? or maybe 2 are enough.
So, i didn't want to need to keep a diffrent code for each language, but to group all these 3 into one line.
But how do i split them so the actor will say each line, and that i'd have 3 seperate audio files ?

i wrote this talk method, you can put it in your actor script file:

Code: [Select]
method Talk(inString)
{
// get the input string and split it into the tag and value with /
var myStr = new String(inString);
var SplitArr = myStr.Split("/");
// if it's not in format ("/aaa/bbb")  say it as it
if (SplitArr.Length < 2) {
this.Talk(inString);
return;
}
// get it form the string.tab
var expanded = Game.ExpandString(inString);

// split it for parts with \ in them
// i assume expanded splited will only have 1 item if it's missing from string.tab so we'll treat it as single.
var expandedStr = new String(expanded);
var SplitArr2 = expandedStr.Split("\");
// if it's a one liner say it as it is.
if (SplitArr2.Length < 2) {
this.Talk(inString);
return;
}

// say each part and play sound for it with TAG_NAME_00 etc..
for (var i= 0; i < SplitArr2.Length; i = i+1){
var fmti;
if (i < 10) {
fmti = "0" + i;
}  else {
fmti = i;
}
var outString = "/" + SplitArr[1] + "_" + fmti + "/" + SplitArr2[i] ;
this.Talk(outString);
}

}


Now, i also want to make sure that i have all my strings in my string.tab so instead of the text hardcoded i write "MISSING_TEXT BLABLABLA" so i'd know what's missing when i do QA work.
so now what i have is :


Code: [Select]
actor.talk("/GUYBRUSH_HELLO/MISSING TEXT GUYBRUSH_HELLO");

and in string.tab
Quote
GUYBRUSH_HELLO       Hello.\My name Is Guybrush Threepweeod.\I want to be a pirate.

and i keep my original recorded files GUYBRUSH_HELLO_00 through 02 and it works like a charm.

Note, Initially i wanted to use | for line seperator, but WME already changes it into a \n. which is undocumented as far as i know, and you can't split a string easily with two characters without writing another function.


SoundGuy

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