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Messages - mihaipuiucernea

Pages: [1] 2 3
1
Game announcements / Re: Colors On Canvas
« on: January 14, 2019, 07:43:34 AM »
Hi guys. I've recently resumed work on this project.
I'm wondering if anyone would like to test the game. I'm looking for bugs, feedback and everything that may help.

I'll have a test build available soonish and I'll send keys on itch.io to everyone that would like to help me test it or offer feedback.
Thanks.

2
Technical forum / Re: Asterisks while typing
« on: January 01, 2019, 07:30:55 AM »
Thank you for replyinh. Will have a try.

Cheers and Happy New Year! ::rock ::beer

3
Technical forum / Asterisks while typing
« on: December 19, 2018, 04:12:39 PM »
So yeah, I'm trying to make it so that asterisks re shown whle typing a text.
I have a window and an editor control. If the player presses Return and the editor is not empty, it stores the text in a var.
My spaghetti code is this:
Code: [Select]
var DescriptionControl = self.GetControl("insert");

global DescriptionText;
DescriptionControl.CursorChar = "|";

global editornou;

var mesaj = "";
var removeAsterisk = "";
var asterisk="";
var SomeText ="";

var count=0;
on "Keypress"
{

if(Keyboard.KeyCode!=VK_RETURN)
{
//this is the logic that masks the letters with asterisks
count=count+1;
SomeText = DescriptionControl.Text;

var StrObject = new String(SomeText);

mesaj = mesaj+removeAsterisk;

if(StrObject.Length>1)
{
removeAsterisk = StrObject.Substr(count-1, StrObject.Length); //remove *
}
else if(StrObject.Length==1)
{
removeAsterisk = StrObject;
}


DescriptionControl.Text = AsteriskRecursion(count, asterisk);
}


//If return is pressed and the input bar isn't empty
       if(Keyboard.KeyCode==VK_RETURN  && mesaj != "")
            {
while(afostselectat)
{
mesaj = mesaj+removeAsterisk;
//save user input in the inputline variable
DescriptionText = mesaj;

//Game.UnloadObject(this);
DescriptionControl.Visible = false;


Sleep(10);
}


            }
           
            //In case enter is pressed when the inputline is empty
            else if(Keyboard.KeyCode==VK_RETURN && mesaj == "") //DescriptionControl.Text == "")
            {
                    this.Text = "Please enter your description";
DescriptionControl.Text = "";
DescriptionControl.CursorChar = "|";
}

   
}

My questions:
1. is there an easier way to achieve this?
2. this code only works if the user doesn't press backspace. If backspace is pressed (to delete a letter for example), it messes the entire string with lots of asterisks shown (more than it should be). I'm pretty sure I'm doing something wrong :D

Help :D

4
Technical forum / Re: Problems writing to file
« on: August 26, 2018, 04:29:08 PM »
Thank you!

Should've checked the help file. You rock  ::rock

5
Technical forum / Problems writing to file
« on: August 26, 2018, 04:15:01 PM »
Hi guys,

I hve a problem.
So I have a text document, and I want to write stuff in it. The idea is to add some new text in the file, under some conditions. This text will be read later.

So in one entity's script I have this code:
Code: [Select]
on "LeftClick"
  {
UserDescFile.OpenAsText(2);
UserDescFile.SetPosition(0);
UserDescFile.WriteText("1");
UserDescFile.Close();
  }

and in another's entity's script, this code:
Code: [Select]
on "LeftClick"
  {
UserDescFile.OpenAsText(2);
UserDescFile.SetPosition(2);
UserDescFile.WriteText("2");
UserDescFile.Close();
  }
My problem is the following: I click on one entity, close the game and check the text file. Sure enough, there's a number at the specified position. Then I open the game, click the other entity, and while there is the new number at the correct position, the old number is deleted. Is this correct behaviour? Is there any way to make all the text remain in the text document, without being deleted after a new left click?

Thanks guys!

6
Cheers!  ::beer

I actually mnaged to find a prolem by checking aa script for something else and found what's cauding the change.

But that feature of Notepad++ will definitely come in handy in the future.

7
Topic title is pretty descriptive.

I have a global and it's value changes between scenes. But I have literally dozens of scripts, and I don't remember exactly in which ones I use the global.

I would like to avoid checking all scripts (for obvious reasons...too time consuming  ;D ), so is there a way to see all the scripts in which a global is used?

Thanks guys!  ::rock

8
Scripts, plugins, utilities, goodies / Re: Soundscape Manager
« on: September 11, 2017, 06:04:12 PM »
Sorry to revive an old topic, but I would like to try the plugin. Anyone still hs it and is willing to upload it? Assuming the plugn creator is ok with it

9
Make sure this is in your game.script
new_actor = Game.LoadActor("path to your main charcter");
Game.MainObject = new_actor;

10
Why is there a single passanger onboard a colonization ship? Does the ship have a seed bank or something? Otherwise how is one person going to colonize a planet?

Other than that nitpicking, the game looks fantastic. Hurry up and release it!

11
WME Lite / Re: WMELite development version for Android
« on: April 27, 2016, 02:36:25 PM »
 ::rock

12
Game announcements / Re: Little Blog Adventure
« on: January 30, 2016, 01:38:14 AM »
Looking great! Keep up the good work!  ::rock

13
Game announcements / Re: Colors On Canvas
« on: January 17, 2016, 02:56:06 AM »
The menu is still there, even after you exit puzzle mode - you have to press ESC to bring up the menu, in the scene with the gallery (the initial scene). I should've made that more clear.

14
Game announcements / Re: Colors On Canvas
« on: January 15, 2016, 12:07:06 AM »
Hi guys,

A small update: I've released a new demo on itch.io. You can download it here: http://mihaipuiucernea.itch.io/colors-on-canvas.

This demo includes a new game mode, which is basically a jigsaw puzzle. The painting is broken into 35 puzzle pieces. You will have to assemble the pieces in order to form the painting. I am thinking about adding a score system in the future, so feedback is appreciated.

I will add features and new paintings in time, but progress will be slow as I am working on this in my free time.
I am also considering writing how I made the jigsaw puzzle, if anyone is interested. Though, tbh, my implementation is a bit messy and most of you would probably manage more elegant implementations.

In any case, I'd love to hear impressions on the new game mode.

15
Technical forum / Re: DLC
« on: December 07, 2015, 04:39:19 PM »
Couldn't you use the 'packages' feature for this purpose?

Also how is Shadow of Nebula coming along?

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