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Topics - mihaipuiucernea

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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"

//this is the logic that masks the letters with asterisks
SomeText = DescriptionControl.Text;

var StrObject = new String(SomeText);

mesaj = mesaj+removeAsterisk;

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 != "")
mesaj = mesaj+removeAsterisk;
//save user input in the inputline variable
DescriptionText = mesaj;

DescriptionControl.Visible = false;


            //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

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"

and in another's entity's script, this code:
Code: [Select]
on "LeftClick"
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!

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

Technical forum / Caption not working
« on: October 27, 2015, 05:05:37 PM »
Hi guys,

this probably has a pretty simple answer.
So i have an interface icon (a window) and in the window's script, the following script:
Code: [Select]
on "LeftClick"
Game.SelectedItem = "item1";

What i want is the user to select one specific item via that window/icon, instead of via the inventory window (though in the current state, it can select it via both).

My problem is this: if I select the item from the inventory window, it is attached to the mouse cursor ad when over an object, the caption displays correctly.
However, if I select the item via the icon(by left clicking on the window that I talked about above), the item gets attached to the mouse cursor, but when it is over another object, there is no caption.

What am I missing? :D

Game design / Score system
« on: July 22, 2015, 09:40:29 PM »
Hi guys,

What do you think about scoring systems? Like Sierra adventure games used to have.

I would also be interested to know how you guys would implement a score system? From a game design point of view, not programming wise.
Perhaps 5-10 points for a puzzle solved, with more difficult puzzles valued at 15-20 points?

WME Lite / Implement ad providers in android apps
« on: February 12, 2015, 12:11:11 PM »
Hi guys,

Suppose I make a free Android game, but I want to monetize via ads. Can it be done? Can I implement admob, leadbolt, airpush and similar ad providers in WME Lite? And if the answer is yes, how hard is it?


Game announcements / Colors On Canvas
« on: August 29, 2014, 04:54:56 PM »

I am a fan of adventure games and I am working on my own game, thanks to the Wintermute Engine. I've always wanted to design and develop games, so I decided to try and learn Wintermute. Colors on Canvas is my first game and while developing this game I am also learning Wintermute.

Colors on Canvas is a bit more atypical than your traditional adventure game, mostly because it isn't exactly an adventure game :) It is first and foremost an educational game.

Colors on canvas is a game that allows you to explore a few famous paintings (all of them from public domain). It is an educational game, but I will also try to implement some gameplay elements. For now, I only have a screenshot, but more screenshots and details will come soon!

Get the demo on

I hope this project won't take long to complete and I hope you will enjoy it!

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