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Messages - Catacomber

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91
Technical forum / Re: Vista Game Explorer query
« on: May 05, 2009, 03:15:33 PM »
I haven't gotten to this stage yet but am not going to give up on it.  I've uploaded what I believe are the instructions from the resource documentation here, here:

http://catacomber.com/index.php?option=com_fireboard&Itemid=26&func=view&catid=49&id=4822#4822

I can't directly plug it into this thread I don't think.

Will work on it as soon as I can--that is getting it to work and understanding how it works for our game.

But----am I correct that if you use the latest version of the free Innosinstaller---it takes care of all this for you?  Or do I still have to understand and manipulate this arcane stuff.   :'(

92
Technical forum / Re: Changing a sprite image in a layer
« on: May 05, 2009, 02:47:32 PM »
Thank you, Mnemonic. Filing this thread away in my help folder.  :  )

93
Technical forum / Re: Changing a sprite image in a layer
« on: May 05, 2009, 04:58:48 AM »
I solved this by moving things around--so it's still Scene.GetNode in the layer to change an image in the layer. Not a bad thing to know since I couldn't find anything searching the forum.  : )

Code: WME Script
  1. #include "scripts\base.inc"
  2. global Run1;
  3. global Run2;
  4. global Run3;
  5. global Run4;
  6. var x = hud.GetControl("loc");
  7.  
  8. on "LeftClick"
  9. {
  10. if((Run1 == 1) && (Run2 == 1) && (Run3 == null) && (Run4==1))
  11. {
  12. var Bur = Scene.GetNode("Bureau");
  13. x.Text = "Tinkle tinkle.";
  14. Bur.SetSprite("scenes\VHouse_Maid\Bureauopen.png");
  15. Run3 = 1;
  16. }
  17. else
  18. {x.Text = "Nothing happens.";
  19. Run3 = null;
  20. }
  21. }
  22.  


94
Technical forum / Changing a sprite image in a layer
« on: May 05, 2009, 02:11:25 AM »
I have a closeup layer with a background image and then an entity containing a sprite image of a closed bureau.  I want to change the image to an open bureau.  I get this script error:

Call to undefined method 'SetSprite'. Ignored.

This is the script that is part of a puzzle that should change the image.  I tried Layer.GetNode instead of Scene.GetNode, that didn't work. Any help is appreciated:

Code: WME Script
  1. #include "scripts\base.inc"
  2. global Run1;
  3. global Run2;
  4. global Run3;
  5. global Run4;
  6. var x = hud.GetControl("loc");
  7. var Bur = Scene.GetNode("Bureau");
  8.  
  9. on "LeftClick"
  10. {
  11. if((Run1 == 1) && (Run2 == 1) && (Run3 == null) && (Run4==1))
  12. {x.Text = "Tinkle tinkle.";
  13. Bur.SetSprite("scenes\VHouse_Maid\Bureauopen.png");
  14. Run3 = 1;
  15. }
  16. else
  17. {x.Text = "Nothing happens.";
  18. Run3 = null;
  19. }
  20. }
  21.  



95
Game announcements / Re: Wizard's Ashes
« on: May 04, 2009, 02:18:38 AM »
Although our game isn't out yet cause I had to spend a huge amount of time on the graphics and am now finishing up the coding, you can buy the CD of music from Wizard's Ashes and listen to sample tracks here:

http://catacomber.com/index.php?option=com_wrapper&Itemid=34

Hit Music, CD Store.  :  )  All proceeds go to the musician, George Bolger.

Can you guess my favorite?  Katt's Cove.  :  )  The music suits my personality.   :  )

George is a martial arts and music teacher. 

You can also listen there to tracks from our old game Hero of Lukomorye.  : )  My favorite there is Haunted Forest of BabaYaga.  But that is the old, we're focused on the new.  :  )

96
Technical forum / Re: Quest log
« on: May 04, 2009, 01:44:58 AM »
That I can do easily, Birdline and agree with your approach.  It is really much better than having them fill in as you get them because you will never know which ones you missed if they fill in that way. 

Thank you so much.  Life is so much easier that way.  You are truly wonderful!  Sometimes the simple approach is the best. 

Each quest has its own space.  :  )  So it's a lot of code because of the number of quests, but it works perfectly.  :  )  Code doesn't take up a whole lot of bytes.  If it isn't broken, don't fix it.  :  )

And this way anyone using a forum could help fill in a quest list and I don't have to put one up.  They will have fun discovering which quests are which and I can sip my catnip tea.  :  )

97
Technical forum / Quest log
« on: May 03, 2009, 04:10:23 AM »
I have a Quest log in our game--it's there in very lengthy, code-demanding format -- there has to be a simpler way--does anyone have any ideas on how to implement this in the simplest way?

Our game is very heavy on quests.  You meet someone--they give you a task.  The quest shows up as something to be done.

You finish the task.  The quest shows up as finished.

My way of doing this takes up a lot of code as mentioned.  I use a global when the quest is given, if global is true a box is checked.  When it's finished, another box is checked.  As the game is already very large, I'd like to cut this down to its simplest format.

Or should an adventure game not have an in-game quest log?  Is pen and pencil better?   

This is an example of the code for a quest showing up.  Qu3 is just a description of the quest.  Q3T is whether the box that you get the quest is checked.  Q3F is the box that shows whether you have finished the quest:

Code: WME Script
  1. global girdle;
  2. if(girdle == null)
  3. {
  4. Qu3.Visible = false;
  5. Q3T.Visible = false;
  6. Q3F.Visible = false;
  7. }
  8.  
  9. if(girdle == 1)
  10. {
  11. Qu3.Visible = true;
  12. Q3T.Visible = true;
  13. Q3F.Visible = false;
  14. }
  15.  
  16. if(girdle == 2)
  17. {
  18. Qu3.Visible = true;
  19. Q3T.Visible = false;
  20. Q3F.Visible = true;
  21. }
  22.  

And lastly but most importantly, I'd like the quest log to be filled up as the player encounters a quest, so that whether it's quest 1 or quest 15, the encountered quest shows up in the log as the first one.  So far I've not been able to figure out how to do this.  I'm sure it means an array of some kind but I am not that savvy re arrays.  I need a little push in the right direction. 

98
Technical forum / Re: sound clip problem
« on: April 22, 2009, 04:23:19 AM »
Audacity is good--I use a little program -- Acez All Audio Converter and have never had a problem with the smallest of files. You can play the converted sound in Acez to test it.  If it doesn't work out, I'd say there is definitely something wrong with your file.

http://www.micocosoft.com/audio-converter/

99
Technical forum / Re: Problem with SetImage, can't locate log
« on: April 21, 2009, 05:32:52 AM »
If you're using sprites instead of images (f.e. pngs) you have to use different wording:   For example:

"Diving.SetSprite("scenes\House_Arrest2\Diving2.png");"

If you're using a sprite, you can't use code Set.Image.  And conversely, if you're using an image, you can't use code Set.Sprite.

If you are using a sprite, you have to say Something.Set.Sprite.  : )  Something refers to the name of the object that holds the sprite.

It took me a little while to figure this out but it's a very important difference.  :  )

Set.Sprite

not

Set.Image  : )

100
Technical forum / Re: Problem with SetImage, can't locate log
« on: April 21, 2009, 05:15:03 AM »
Here is my post if it helps you.  It doesn't matter where they are but you have to refer to where they are.

http://forum.dead-code.org/index.php?topic=3273.msg20139;topicseen#msg20139

Are they in the data/sprites folder or in the data/system/sprites folder?

There's no problem with plain pngs.

If you have further questions with this, it's best to ask Mnemonic as I moved over to making an adventure game as opposed to an rpg game so I never took this any further.  But it worked delightfully.  :  )

101
Technical forum / Re: Problem with SetImage, can't locate log
« on: April 21, 2009, 05:02:43 AM »
I can only try to help with my old code for this:

Portrait.SetImage("scenes\Kolobok\male.png");

You have to specify the scene where to get the image from.

Mnemonic gave me the code to set this up and it worked beautifully. My old post is around here somewhere.
 

102
Technical forum / Re: Overlays
« on: April 21, 2009, 04:57:16 AM »
So the layer can be any size?  Thanks, Mnemonic. 

103
Technical forum / Re: Overlays
« on: April 20, 2009, 05:17:07 AM »
I have a new question about overlays.

I use overlays to introduce a dialogue in certain circumstances or a puzzle and while you are in the overlay talking to somebody or doing the puzzle, I don't want the player to be able to do anything interactive with any other part of the scene so I make the overlay the same size as the scene--1024 x 768, with of course an escape button--a way to get out of the overlay.

Is there another way to make it impossible for the player to interact with the scene while in the overlay?  Go exclusive?  Or something else?  Thanks for any help, as always.  :  )   

104
Technical forum / Re: Overlays
« on: April 16, 2009, 02:34:24 AM »
Yes, several scene layers.  I see there is room for more than one.   :)  Am just cautious.  I've had experience with other engines that did crash if you did too much of certain things.  Thanks, Mnemonic.  Wintermute is wonderfully stable.  I love it!  :  )

105
Technical forum / Overlays
« on: April 12, 2009, 05:21:13 AM »
Can one overlay trigger another without any problem or crashing? In other words, in the main scene, you touch something that triggers an overlay.  Can you then, without any problem, touch something in the overlay that will trigger another overlay to appear?  I would try it but would like to make sure first that it won't cause any instability in the game. 

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