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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - keybone

Pages: [1] 2 3 ... 8
1
General Discussion / Re: Future of WME
« on: February 08, 2015, 07:52:38 PM »
I follow with interest this topic. :)

2
Scripts, plugins, utilities, goodies / Re: Custom hotspots system
« on: November 20, 2014, 10:37:47 AM »
tk for this tool! O0

3
Scripts, plugins, utilities, goodies / Re: WME Physics project
« on: September 21, 2014, 04:12:30 PM »
Keybone, this post is over 2 years old ! LOL. Well I re-uploaded it so go ahead and download it
Tk  ::rock

4
Technical forum / Re: Image Viewer
« on: September 19, 2014, 01:44:44 PM »
for move image you can use

Code: WME Script
  1. var youImage = Scene.GetNode("ambient_yourImage");
  2. yourImage.Movable=true;
  3. on "RightClick"
  4. {
  5.  
  6. YourImage.SkipTo(x,y);
  7. }
  8.  
For transparent/ geyscale you cane try with

Code: WME Script
  1. on "RightClick"
  2. {
  3. yourImage.AlphaColor = MakeRGBA(255,255,255,100);
  4. }

or you can shift two image
Code: WME Script
  1. var youImage = Scene.GetNode("ambient_yourImage");
  2. var youImageGrey = Scene.GetNode("ambient_yourImageGrey");
  3. youImageGrey.Visibile=false;
  4.  
  5. on "RightClick"
  6. {
  7. yourImage.Visible=false;
  8. youImageGrey.Visible=true;
  9. }
  10.  
you can use a fadein or fadeout for image

           
Code: WME Script
  1.      var alfa;
  2.                 for (alfa=254; alfa>1; alfa=alfa-20)
  3.                 {
  4.                 yourImage.AlphaColor = MakeRGBA(255,255,255,alfa);
  5.                 Sleep(50);
  6.                 }
  7.                 Sleep(20);
  8.  

i hope of help you :)





5
Technical forum / Re: ActorEntry for MainObject actor only.
« on: September 19, 2014, 01:21:38 PM »
or y can done a global variable with name of actor

example:
In game.script add:

Code: WME Script
  1. global NameActor;
  2. NameActor=Character1;

IF/When you chage actor change the variable NameActor


Code: WME Script
  1. on "ActorEntry"
  2.  {
  3.      if (NameActor==Character1)
  4.     {
  5.      if (Scene.GetRegionAt(actor1.X, actor1.Y) == this) Game.Msg("actor 1 is in region");
  6.      }
  7.  }


6
amazing work!! ::rock

7
Scripts, plugins, utilities, goodies / Re: WME Physics project
« on: May 27, 2014, 01:02:50 PM »
the link dont work  :-X

8
Thank you both! I will have a tinker, I was wandering is there a place in this forum that has more tuts of commonly used snippets of code? I have found a handful in the resource but it ends there really...

try in section script, tool http://forum.dead-code.org/index.php?board=12.0... there are scripts and tools.

by:)

9
Technical forum / Re: help with 3d characters
« on: April 30, 2013, 11:00:43 AM »
mm no
the right way for done character is:

-y can done a base mesh with 3d studio or zbrush
-then import in zbrush the models, details with zbrush
-then the models need topology for uw map e rigging, for topology y can use zbrush or another program like topogun, blender etc etc.
-then topology y need done the uw map, now y can import model in zbrush and done the texture with polypainting using the hi models or export uw map for paint with photoshop or gimp or similar program.
-last thing is the rigging with bones, y can use 3d studio, blender etc etc..for export in winterumute use pandaexport
 
a good tutorial for beginners is http://www.3dtotal.com/index_tutorial_detailed.php?id=1489&catDisplay=1&roPos=1&page=12

try search in google character next gen tutorial

bye


10
Game announcements / Re: Lucine
« on: April 19, 2013, 10:12:45 AM »
Muchas gracias por el tutorial ;D ;D ;D

El juego se ve fabuloso ::thumbup ::thumbup ::thumbup ::thumbup ::thumbup ::thumbup ::thumbup

tk:)

11
hi,
y can try to create "add Region" and use:
 
Code: WME Script
  1. var vRegion=Scene.GetNode("RegionName");
  2. global VariableBridge;
  3. if (VariableBridge != true ) //bridge Up
  4.         {
  5.   vRegion.Active=false ;
  6.     }
  7.  
  8. if (VariableBridge == true) //bridge down
  9.         {
  10.   vRegion.Active=true ; //
  11.     }

is only a idea :) ::wave

12
Technical forum / Re: Changescene animation
« on: March 27, 2013, 03:30:05 PM »
hi,
for ani use png sequence is best if the animation is only for barrel..

i think for the timer u can use "sleep" on entity,

cya :)

14
Hi,

First of all, thank you for the tutorial!

I do have one question. I've noticed that for cloud movement you opted for a quite unusual solution. You have loaded the same sprite many times and changed the X value for each one, incrementing by 2.

Why didn't you just use a single sprite and move it across the scene via a script?

Thank you,
yes, I could do the animation with a script and it was much more practical, but I had already made  it with a sprite, the result would be the same, so I left it.
But it was better to do it from a script as you suggest :)


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