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Messages - goldenTouch

Pages: [1] 2
1
Technical forum / Re: Trying to get a popup window to close.
« on: February 21, 2008, 11:04:09 PM »
If it's a verb coin you're making, I'll be happy to provide you with my own code for it.
It's working, and you can copy it right into your game.
You could look at it and modify it as you wish.

I didn't read through all your code, but it seems to me that you're not handling the button event from the menu (I assume you have buttons there?).

2
Technical forum / Re: Game "hanging" in Dialogue when I click like a maniac
« on: February 19, 2008, 10:20:39 PM »
Yup. That fixed it.
I had a code for on "LeftRelease" that played even if the Game.Interactive was false.
One simple if-condition changed that.  ;)

3
Technical forum / Re: Game "hanging" in Dialogue when I click like a maniac
« on: February 19, 2008, 10:12:58 PM »
Come to think of it, this may be caused by my action GUI which runs in the background.
When a left click is made, I check to see whether it is being held down. If not, move to the object.
This also causes a different bug which makes the player move towards the other actor even while the Game.Interactive = false.

It may be that this same script is causing the game to halt.
I'll try to add a check to Game.Interactive in this background script to see if I can fix it.

4
Technical forum / Re: Game "hanging" in Dialogue when I click like a maniac
« on: February 19, 2008, 09:44:15 PM »
Ok. I suspect there is a problem with my placing of the Game.Interactive = false (and true) lines then.
I'll look at it later. However, if anybody wants to help out the code is posted below.
To protect the story of the game, I have scrambled out the text strings within the quotes, but that doesn't matter to the code anyway.

This is the entire code for an actor's script:

EDIT: Removed code so you won't have to look through all of it now that the error has been corrected.

5
Technical forum / Game "hanging" in Dialogue when I click like a maniac
« on: February 18, 2008, 11:11:17 PM »
I have created a dialogue branch.
When the actor or the guy I'm talking to is talking, I'm clicking the left mouse button like a maniac to skip through the dialogues.
When I do this, sometimes the game will stop responding (almost). The game is still responding, but since I have set Game.Interactive to false the player can not do anything.

Have anybody else experienced this?
Is it a bug in WME, or do I need to change something in my code?
I would appreciate it if someone could test on their own, and provide me some feedback.

6
Technical forum / Re: Actor won't unload
« on: January 19, 2008, 08:51:15 PM »
Thanks guys.
I think I need to stop working late.
All these error I keep making are simple things that should never be done.
Sometimes, I think I'm infected with a little bug myself...  ::slug

7
Technical forum / Actor won't unload
« on: January 18, 2008, 11:55:37 PM »
Hey,

I'm having some issues with the way variables are created in WME.
In one of my scenes, I have an actor called FleetSalesman (the variable name). When I leave the scene, and go to a different scene, the actor is still there. Same position, different room.

I have loaded the actor as a var (not global), and I'm unloading the object in the SceneShutdown method.
So why doesn't it go away?

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

// here comes the stuff which initializes the scene

actor.SkipTo(400, 400);
actor.Direction = DI_DOWN;
actor.Active = true;

var FleetSalesman = Game.LoadActor("actors\Fleet_Salesman\Fleet_Salesman.actor");
FleetSalesman.SkipTo(690, 449);
FleetSalesman.Direction = DI_LEFT;
FleetSalesman.Active = true;



////////////////////////////////////////////////////////////////////////////////
// scene state
global StateEXT_Portagul_TheBeach_Night;


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



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


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

  // this is our first visit in this scene...
}


on "SceneShutdown"
{
Game.UnloadObject("FleetSalesman");
}

8
Technical forum / Re: Missing references
« on: January 17, 2008, 08:44:11 PM »
Thanks for the help, but it's still looking for the menu.script file (the menu.window file is no longer an issue - I can't believe how many times I read the game.script file without seeing it). This time I searched all my scripts to see if there are any references to menu.script, but there is not.

I've also search all other .window files to see if there were any references there, but I can't find any.

9
Technical forum / Missing references
« on: January 17, 2008, 08:13:18 PM »
Hey,

I didn't find this exact problem in the forum.
I'm getting an error message because I deleted the standard menu system in WME.

Now I get this message in the debugging console when starting the game:

Quote
20:10:41: 
20:10:41:  Error opening file 'interface\menu\menu.script'
20:10:41:  CScEngine::GetCompiledScript - error opening script 'interface\menu\menu.script'
20:10:41:  Error opening file 'interface\menu\menu.window'
20:10:41:  CUIWindow::LoadFile failed for file 'interface\menu\menu.window'

The reason it fails is obvious - it isn't there anymore.
However, I don't reference it in any of my own scripts, and I couldn't find it in any of the standard scripts.
Do you know where WME is trying to access the menu.script and menu.window files?

10
Technical forum / Re: [null] in ResponseBox first line
« on: January 17, 2008, 10:52:53 AM »
I went through some old code in the game, and I had tested the Game.AddResponse function once before without completing it (and totally out of context).
I removed the lines and the [null] value is gone.

11
Technical forum / Re: [null] in ResponseBox first line
« on: January 16, 2008, 01:49:32 PM »
I'm using the latest version.
I can look at it some more tonight. I'm at work right now, so I don't have time to check it out yet.

12
Technical forum / Re: [null] in ResponseBox first line
« on: January 16, 2008, 09:39:54 AM »
The script is located in Thomas.script - Thomas is an actor generated by the WME (the guy with the cowboy hat).
The method starts with on "Talk" - "Talk" is a valid name here as I have developed a VerbCoin that sends "Talk" to the actor script.

This is the entire code:
(please note that I have the if (actor.HasItem("book") == false) > as opposed to true. This was a test because I didn't bother implementing the book in the scene at the moment.

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

on "Talk"
{
basic();

}

function basic()
{
var options;
options[0] = "Nice weather, isn't it?";
options[1] = "Can you tell me anything about your collegues?";
options[2] = "What's this book for?";
options[3] = "Bye!";

var selected;
while (selected != 3)
{
Game.AddResponseOnceGame(0, options[0]);
Game.AddResponse(1, options[1]);
if (actor.HasItem("book") == false) Game.AddResponse(2, options[2]);
Game.AddResponse(3, options[3]);

Game.Interactive = true;
selected = Game.GetResponse();
Game.Interactive = false;

actor.Talk(options[selected]);

switch (selected)
{
case 0:
Thomas.Talk("Not really");
break;
case 1:
Thomas.Talk("Who exactly is of interest to you?");
colleagues();
break;
case 2:
Thomas.Talk("I don't know, but it looks really neat!");
break;
case 3:
Thomas.Talk("See ya!");
break;

} // end switch

} // end while

Game.Interactive = true;
}


function colleagues()
{
var options;
options[0] = "Marc?";
options[1] = "Peter?";
options[2] = "Dirac?";
options[3] = "Back to my other questions.";

Game.StartDlgBranch();
var selected;
while (selected != 3)
{
Game.AddResponseOnce(0,options[0]);
Game.AddResponse(1,options[1]);
Game.AddResponseOnce(2,options[2]);
Game.AddResponse(3,options[3]);

Game.Interactive = true;
selected = Game.GetResponse();
Game.Interactive = false;
actor.Talk(options[selected]);

switch (selected)
{
case 0:
Thomas.Talk("He was a hero of a game that was never released.");
break;
case 1:
Thomas.Talk("Would you believe it? Peter went missing.");
Thomas.Talk("We're so scared!");
break;
case 2:
Thomas.Talk("Strange fellow.");
break;
case 3:
Thomas.Talk("As you wish.");
break;

} // end switch

} // end while

Game.Interactive = true;
Game.EndDlgBranch();
}

(Sorry for not being more creative with the dialogues at the moment... :P)

13
Technical forum / [null] in ResponseBox first line
« on: January 15, 2008, 10:36:44 PM »
Hi,

I couldn't find this question elsewhere in the forum, and I just tested the example from the WME Resource Center on creating dialogues.
By using the Game.AddResponse etc. I created the exact same responses as the example shows.
However, the first line in the ResponseWindow says [null] and when I click it, the actions (actor speaking, and the other character responding) are the same as for the next item in line.

Where does this [null] value come in?

PS! The [null] value disappears when I click one of the responses below - even if the other responses are still there.

14
Help wanted and offered / Re: We're searching a programmer
« on: January 15, 2008, 02:09:37 PM »
What do you need the programmer to do?
I actually don't have a lot of free time as it is, but for some reason I don't like sleeping anymore - it's a waste of time. ;o)

But if it's not too time-consuming, I could have a look at it.
Are you going to distribute the game for free, or is it commercial?

15
Thank you all for voting.
We will make a decision partially based on your feedback.

Unfortunately I can only give away 5 prizes.
I made a small program that randomly selected a number between 1 and 12.
The number is used to determine which reply is the winner. If my own reply was selected, I would draw again.

And the winners drawn randomly, that will be given a free copy of Pennyless and Dark Rising (when they're released) are:

  • spellbreaker
  • Jerrot
  • Malasieno
  • Nihil
  • odnorf
Congratulations! And thank you all for participating.

I ask that the winners please send me a private message with their address so I can send the prizes when they're available.
You will most likely get a copy of Dark Rising first as we're still working on Pennyless.

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