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Topics - deadworm222

Pages: 1 [2] 3
16
Technical forum / Jumpy actors
« on: September 11, 2004, 01:33:49 PM »
First a bit of history:

When I used Agast, it had this addition to the walking script: if you clicked to a position that was near the character's feet (10 pixels or so), the character wouldn't move anywhere. Now, this was good, because the character would have just twitched, not walked to the place on screen.

I tried this in WME, but my programming skills failed, again. So if anyone has an idea, do tell me.

Another idea I had, but which was just an idea, was about Broken Sword. Now, if I remember correctly, in Broken Sword games all animations were seamless, and also, the characters couldn't "shift" when walking - they always walked so that it looked completely realistic. Achieving this in WME would probably require a lot of scripting, though. Am I right?

17
Software and games / KRISTAL Audio Engine (freeware!)
« on: September 11, 2004, 10:18:37 AM »
A FREEWARE Cubase clone. http://www.kreatives.org/kristal/index.php

It's very slow on my slow machine, but it's better than nothing. At the moment it doesn't support MIDI instruments or soundfonts or anything like that, so it's stricktly for multitrack recording.

18
Game announcements / Updates on the Curves of Danger
« on: August 26, 2004, 10:01:26 AM »
Although the main page hasn't been updated for months, you might want to go here:

http://curves.foreverdreamstudios.com

...and check out the new developer diary by our Creative Leader James Gallen.

I wish I could post some new room art - partly completely remade - and some character art as well, but alas... I just hope James listens to my pleas.

19
Technical forum / Skip
« on: August 24, 2004, 10:25:26 AM »
I've been wondering about a skip function.  It's possible to skip dialogue lines, but there are other thigns that could be worth skipping. For example, if a character walks a long distance, or if we have a logo screen that is shown for five seconds and you want to get rid of it fast or...

You got the idea.

How to do it? Perhaps it could be built-in WME. As far as I know there isn't such function.

20
General Discussion / Monthly WME competition?
« on: August 09, 2004, 08:54:43 AM »
In the AGS (Adventure Game Authoring System) forums they have the Monthly AGS Competition. Its point is to experiment, get some games finished in a playful competition and have fun. The whole game is a one-man thing, and the character art, for example, isn't that important - the main thing is focusing on puzzles and good time. The rules often define some of the puzzles or the general theme of the game.

I might be interested in trying a this with WME. But there's no point in it if I'm the only one attending! So... Interested?  ::thumbdown ::thumbup

21
Technical forum / Text speed
« on: August 07, 2004, 07:52:03 AM »
I have tried to make a text speed slider without much success. It works, but not they way I'd want it to. irst of all, the 10 000 ms is way too long a delay, nobody will ever need it. I would want to scale this value. Second, I tried to make the slider so that when it's at its rightmost position, the speed is at its fastest and when it's at its leftmost position it is at its lowest. At the moment it's vice versa.

Any insight? Thanks, you're great :D

22
Feature requests, suggestions / Skew
« on: July 04, 2004, 06:05:23 PM »
Objects can be rotated, but how about a skew-function? This would make dynamics shadows, for example, more realistic...

23
Feature requests, suggestions / Suggestion: Debug
« on: July 02, 2004, 08:10:56 AM »
Would it be possible for the next relerase to also have an in-game variable called debug, which would automatically change every time debug mode is set on/off? This would make testing easier - for example when you would otherwise face a long scripted sequence in the game, it would be possible to turn it off easily. In a smaller game changing all that by hand while testing would be simple, but not in a longer game.

24
Technical forum / The most effective way to program dialogue
« on: June 21, 2004, 05:24:07 PM »
I have had hard time coding dialogue into the game. This is what the beginning of Jaf.script looks like at the moment (There's a character called Jaf in the game.)

Code: [Select]
// ===================================================================
// Some dialogue variables
global TalkedToJaf=false;

global AskedJafAboutFirst=false;
global AskedJafAboutSecond=false;
global AskedJafAboutThird=false;
global AskedJafAboutFourth=false;
global AskedJafAboutFifth=false;

global AskedJafAboutFirst_A=false;
global AskedJafAboutSecond_A=false;
global AskedJafAboutThird_A=false;
global AskedJafAboutFourth_A=false;
global AskedJafAboutFifth_A=false;

global AskedJafAboutFirst_A_a=false;
global AskedJafAboutSecond_A_a=false;

global AskedJafAboutFirst_A_b=false;
global AskedJafAboutSecond_A_b=false;

global AskedJafAboutFirst_B=false;
global AskedJafAboutSecond_B=false;

global AskedJafAboutFirst_C=false;
global AskedJafAboutSecond_C=false;
global AskedJafAboutThird_C=false;
global AskedJafAboutFourth_C=false;
global AskedJafAboutFifth_C=false;

global AskedJafAboutFirst_C_a=false;
global AskedJafAboutSecond_C_a=false;
global AskedJafAboutThird_C_a=false;

global AskedJafAboutFirst_D=false;
global AskedJafAboutSecond_D=false;
global AskedJafAboutThird_D=false;
global AskedJafAboutFourth_D=false;
global AskedJafAboutFifth_D=false;

global AskedJafAboutFirst_D_a=false;
global AskedJafAboutSecond_D_a=false;
global AskedJafAboutThird_D_a=false;

Is there an easier way?

25
This has probably been asked before. But I ask it anyway, because I can't think of a keyword for the search engine.

This question is about variables.

In one room, there's a cupboard. You can open the cupboard with an item.

It would seem logical that when you open the cupboard, it stays open. But no. When you leave the room and come back, the cupboard is closed.

And then I have loads of other problems similar to this one.

How do I have to juggle the variables to make this work? At the moment I use global variables.

P.S. Curves team got two more programmers. Go team, GO!

26
Help wanted and offered / ForeverDream Studios Wants You
« on: May 28, 2004, 09:47:16 AM »


A dead poet. A house on the hill.
Lost love. A ballpoint pen.

Fruitcake.

Have you been chosen?
Who is to blame?

"The Curves of Danger"
Coming Fall 2004 from
ForeverDream Studios.


ForeverDream Studios Wants You

If you are talented, creative, progressive, dedicated, and possess programming and related technical skills for designing computer games, we want you. We need volunteer animators and programmers to work with us on our upcoming classic noir adventure game, The Curves of Danger, to be released in Q3/4 2004. Work with us on this cool and stylish new game while beefing up your resume. Programmers must have WME experience. Animators, modelers and texturers need to use either MAX or XSI. All candidates must be willing to work hard to help us produce one of the finest classic adventures games ever created.

For more information and to apply, please contact James Gallen at ForeverDream Studios: james.gallen@foreverdreamstudios.com.

To see the quality of our work in progress, please visit The Curves of Danger capsule site: http://www.foreverdreamstudios.com/games.html.

27
Technical forum / Alpha sprites (Please delete this thread)
« on: May 23, 2004, 06:28:16 PM »
EDIT: THis explains it, sorry: "and they are not supported on some old video cards which can only create 16bit textures (e.g. Voodoo2)" Figures...

28
Technical forum / DeleteResponse ?
« on: April 08, 2004, 04:18:51 PM »
Is there any way to delete a response in the inventory system, or to replace the response text? I have the basic situation, where you first have a question like: "What's the time?" and then want to replace it with something like "What did you say the time was, again?".

29
Technical forum / Event problems with inventory items
« on: March 28, 2004, 09:41:44 AM »
I have this very very weird problem with right clicking. When right clicking an object in the inventory, it should execute the Examine event - but no.

Code: [Select]
on "RightClick"
{
  // variable ActObj is the object clicked, if any
  var ActObj = Game.ActiveObject;
 
  // Was an actual object clicked?
  if (ActObj!=null)
  {

    if (ActObj.CanHandleEvent("Examine"))
    {
        ActObj.ApplyEvent("Examine");
    }else{
      ActObj.ApplyEvent("RightClick");
   }
  }else{
    Scene.ApplyEvent("Examine");
  }
}

Left clicking works like dream, so what's the problem? There's nothing wrong with the items' .script files. I found out, by using a Game.Msg function, that for some reason when clicking an inveotory item ActObj.CanHandleEvent("Examine") is false! But why?

30
Technical forum / nmbr.added=true;
« on: March 09, 2004, 02:56:10 PM »
There's only ONE problem with the notepad system. I have defined each note lsomehow like this:
Code: [Select]
var note1;
note1.contents="Blaa";
note1.added=false;

Now, when I execute a function called AddNote() (which works like this: AddNote(note1) ), I would like it to set note1.added to true.

Code: [Select]
method AddNote(nmbr)
{

if(nmbr.added==false)
{

WinNotepad.DoStuff();

nmbr.added=true; // if nmbr was note1, this line would mean note1.added=true

}


}

But this doesn't work... Is there any way to make it work?

If's impossible to make it work, well, we have to resort to loads of state variables...

:D

Thanks!

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