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Messages - jimm84

Pages: [1] 2 3
1
Technical forum / Script issue with a 2 frame sprite in a scene
« on: February 26, 2014, 11:28:09 PM »
Hello there, I was hoping someone could help.

I have sprite on my stage that has a 2 part animation to it. Frame 1 ( a crack ) Frame 2 ( a massive cavity) I'm basically going to have so when an object is tossed at the wall the crack opens up (frame 2) and then you can step through to the next scene.

It appears to half work with the script attached

#include "scripts\base.inc"

/////////////////////////////////////////////////

var wallcrack = this.GetSpriteObject();

on "frame1"
{
 wallcrack.Pause();
}

It pauses but spits back and error saying...

untime error. Script 'scenes\Room\scr\wallcrack.script', line 5
21:57:   Call to undefined method 'GetSpriteObject'. Ignored.
21:57: Runtime error. Script 'scenes\Room\scr\wallcrack.script', line 5
21:57:   Call to undefined method 'GetSpriteObject'. Ignored.

Could anyone give any pointers to what I have done?

Thanks for your help.

:-)

2
Technical forum / Re: How to Wrap/ WME Project
« on: February 17, 2014, 10:54:56 PM »
Thanks, I've never used Visual Studio. I will have to have a look when I get the chance.

3
Hello, a plug offering my skills to work on your games projects. I work as a designer and illustrator by trade with over 5 years commercial experience. I'm currently looking for paid work for the new year and would love to work collaboratively. If you feel I'm suitable for your current project please get in touch via my website or send me a message. :-) I am also based in London.

Thanks

Jim

http://jdillustration.jimmsdesign.co.uk/

4
Technical forum / Re: How to Wrap/ WME Project
« on: December 11, 2013, 11:50:18 PM »
Hello! thanks, I will have to use innoSetup when I get the chance. Is it harder using the packaging tools on mac and DMG's etc?

Kind Regards,

5
Technical forum / How to Wrap/ WME Project
« on: December 09, 2013, 11:56:07 PM »
It's been a few months since I last used WME but I'm now wanting to crack back on with my micro project!

In a nut shell what is the best method for packaging the game into installer that offers all the, icons, splash screens, task bar etc?

Regards,

6
Hello keybone, no matter how many ways I tried to cut i can't get this script to work (thanks anyway), I have tried to place it in scene_init and on the objectsprite script itself (boulder).
If you could get shed some light, that would be great. Current the script I have placed is on the object itself.

#include "scripts\base.inc"

var stoneonfloor = Scene.GetNode("stone");
var boulder = this.GetSpriteObject();


on "FirstFrame"
{
 boulder.Pause();

}

on "LastFrame"
{
 boulder.Pause();
 var boulderstay = true; 
 var vRegion=Scene.GetNode("crashregion");
    global VariableBridge;
    if (VariableBridge != true ) //bridge Up
            {
      vRegion.Active=false ;
        }
     
    if (VariableBridge == true) //bridge down
            {
      vRegion.Active=true ; //
        }
      //global VariableBridge == true;
}
//----------------------
So basically when the animation plays and hits (lastframe) the script to make make the ground passable is initiated. If you could help that would be great.

Thanks,

7
Excellent! thank you all! I have now managed to to get the object to remove itself from the scene... all part of the learning I suppose.

Big thanks! :-) 

8
Hello again! I was wandering if someone could help with this. I'm trying to get a script to communicate with a previous scene (we'll call it scene1) when the sprite object is interacted with and an animation is triggered I want an object/item to vanish from scene one. Now... can I in the script place an absolute path (scene1/item1.stone.Visible = false;) or would I need to do this by a different means?

////////////////////////////////

on "Stone"
{
  actor.Talk("That should do it!");
  boulder.Play();
  Game.Interactive = true;
  Game.DropItem("stone");
  Game.DeleteEntity("stone");
  var stoneonfloor = Scene.GetNode("stone");
  stoneonfloor.Active = false; (the bit that should communicate?)
  }

Thanks for you help all! :-)

9
Technical forum / Re: ITEM WITH SPRITE
« on: April 21, 2013, 07:06:45 PM »
Hello, Sorry keeping running aground being a novice with this. I'm trying to this script to remove the item from the previous scene (call it scene1) and it through errors back. Is there a way like an absolute path or a global function that i need to communicate with in order to get object to vanish from scene one once animation in scene 2 has happened? (on stone)

#include "scripts\base.inc"

var stoneonfloor = Scene.GetNode("stone");
var boulder = this.GetSpriteObject();

on "FirstFrame"
{
 boulder.Pause();
}

on "LastFrame"
{
 boulder.Pause();
}
//----------------------


////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  actor.GoToObject(this);
  actor.Talk("Blah");
}


////////////////////////////////////////////////////////////////////////////////
on "Take"
{
  actor.GoToObject(this);
  actor.Talk("...");
}


////////////////////////////////////////////////////////////////////////////////
on "Talk"
{
  actor.GoToObject(this);
  actor.Talk("Heavy");
}


////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  // actor.GoToObject(this);
  //boulder.Play();
 
}
////////////////////////////////

on "Stone"
{
  actor.Talk("That should do it!");
  pebblesmash.Play();
  boulder.Play();
  Game.Interactive = true;
  Game.DropItem("stone");
  Game.DeleteEntity("stone");
  var stoneonfloor = Scene.GetNode("stone");
  stoneonfloor.Active = false;
  }

Kind regards,

Jimm

10
Technical forum / Re: ITEM WITH SPRITE
« on: April 14, 2013, 10:10:03 AM »
Hello, it was really straight forward when I dug a little deeper.

on "Stone"
{
  actor.Talk("That should do it!");
  boulder.Play();
  Game.Interactive = true; (Game.Interactive = false;  ......... this was set to false, so when the animation played it killed interaction!)
  Game.DropItem("stone");
  Game.DeleteEntity("stone");
}

The var entity seems simple enough, although will this piece of script communicate with a previous scene? basic and event etc and item being used (in scene 2) triggers the item and object to vanish from scene1, if that makes sense?

And Hello Jose, I have started using the ref guide in help under help, very useful... actually essential. 

Cheers both.

11
Hello, this is an elaboration on a previous question. I'm having troubles with getting the scene init script to recognize an action.

I have - made an animation work by doing ... on 'lastframe' { boulder.Pause ); so when an object is clicked/item used on it, it plays and stops which is fine until.... I want it to stay on last frame when the scene is new loaded. Every time the scene is loaded the animation reverts back to first frame and I want to stayed on 'lastfame'! I want to set this in the the scene init script but i'm having troubles. It might be worth mentioning that the 'on lastframe' is attached the scene sprite (the boulder) and not Sceneinit

If anyone could help with this I would appreciate their help.

Thanks  :) 

12
Technical forum / Re: ITEM WITH SPRITE
« on: April 13, 2013, 06:35:51 PM »
Hello, I worked out the issue with that one and managed to stop it from crashing! Quite chuffed, managed to get some serious item with scene interaction to work.

But now, i'm trying to completely remove the item/object from the game. Once the animation and the item are dropped - I go back to the previous scene and the item returns to the floor of the first scene! ARGH! any pointers? Would I need to declare a var in the previous scene init script? an if condition?

Thanks,

13
Technical forum / Re: ITEM WITH SPRITE
« on: April 11, 2013, 09:59:38 PM »
Hello again anarchist!

Yey, I managed to get to get an item to work with a scene object! But......   when I placed the game.dropitem at the end of the on "objectname" the inventory item vanished as desired and the animation in the scene played but then it crashed the level.

Once the scene object dropped the item, my cursor turns to a loading egg timer and all the scene interaction with mouse stops and I have to quit the game. Have I missed something in my script or is there a limitation that I am unaware of?

Thanks,


14
Technical forum / ITEM WITH SPRITE
« on: April 09, 2013, 10:52:24 PM »
Hello,

Could someone help?

 I was wandering how you use an item from the inventory with scene sprite? So you select your item, use it with scene sprite, animation happens, item vanishes from inventory?

Thanks,

15
Technical forum / Re: New to WME scripting
« on: April 09, 2013, 10:49:42 PM »
Thanks

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