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Messages - mihaipuiucernea

Pages: [1] 2
1
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.

2
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

3
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

4
Make sure this is in your game.script
new_actor = Game.LoadActor("path to your main charcter");
Game.MainObject = new_actor;

5
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!

6
WME Lite / Re: WMELite development version for Android
« on: April 27, 2016, 02:36:25 PM »
 ::rock

7
Game announcements / Re: Little Blog Adventure
« on: January 30, 2016, 01:38:14 AM »
Looking great! Keep up the good work!  ::rock

8
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.

9
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.

10
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?

11
Hey guys,

Are you still working on this game? It looks amazing and I hope it's not canceled.

12
Technical forum / Re: Caption not working
« on: November 01, 2015, 12:11:30 AM »
The game_loop.script is the standard script, I didn't modify it. As Azrael said, it should work, but I don't understand why it doesn't.

Anyway here is how the caption is treated in the standard game_loop.script
Code: [Select]
// handle the standard foating caption
  if(Game.Interactive && ActObj!=null)
  {
    if (Game.SelectedItem==null)
    {
      WinCaption.X = Game.MouseX;
      WinCaption.Y = Game.MouseY + 20;
      WinCaption.TextAlign = TAL_LEFT;
      WinCaption.Text = ActObj.Caption;

      // keep the caption on screen
      WinCaption.SizeToFit();
      if(WinCaption.X + WinCaption.Width > Game.ScreenWidth) WinCaption.X = Game.ScreenWidth - WinCaption.Width;
      if(WinCaption.Y + WinCaption.Height > Game.ScreenHeight) WinCaption.Y = Game.ScreenHeight - WinCaption.Height;
  }
    // handle the caption when you want to use an object with another
    else {
      var Item = Game.SelectedItem;

      WinCaption.X = 0;
      WinCaption.Y = 684;
      WinCaption.Width = Game.ScreenWidth;
      WinCaption.TextAlign = TAL_CENTER;
      WinCaption.Text = "Use " + Item.Caption + " with " + ActObj.Caption;
    }
    WinCaption.Visible = true;
    WinCaption.Focus();
  }
  else WinCaption.Visible = false;

But it only works when I use the object from the inventory. If I try to use it from the GUI icon, there's no caption.

I think I'm just going to code a new caption, for the case in which the item is selected via the icon. If anyone might have a clue as to why it's not working, let me know.

Edit: I also tried what Azrael said: having a hotspot in a scene and when i click on the hotspot, Game.SelectedItem = "item". The caption doesn't work in this case either. It's interesting :D

13
Technical forum / Re: Caption not working
« on: October 29, 2015, 01:25:25 PM »
Hi,

My bad about Game.GetItem, i mistook it for TakeItem.

Anyway, I tried debugging with Game.Msg, but unfortunately I didn't learn anything useful.
Yes, I can see the message and it displays the currently selected item's caption, both when i select the item from the inventory or via the icon(window entity) at the top left of the screen.

But the WinCaption window only works when selecting the item from the inventory. So I know that the item is correctly selected if I use the icon, but I still don't know why the caption only works when selecting the item from the inventory.

14
Technical forum / Re: Caption not working
« on: October 27, 2015, 10:26:36 PM »
I don't think the left click even from the window's script is the problem. Your code will add the item to my inventory, but I already have the item in the inventory.
Let's say item1 is a book. The player has the book in the inventory at the beginning of the game.

And there is an icon in the upper left corner of the screen, which is a window entity with a pic of the book.
The player can use the book either by clicking on the book in the inventory and then use it on various entities in the room, or by clicking on the upper left icon of the book.

The code for the window's script is
Code: [Select]
on "LeftClick"
{
        Game.SelectedItem = "book";
}
So when the player clicks on the icon(on the window entity), the game knows that you have selected an inventory item: the book.

My problem is this: if the player uses the book from the inventory, there are no problems - the captions work as expected from the gameloop script. 
However, if the player uses the book by clicking on the upper left icon(the window entity), it can still use the book item, but there are no captions displayed (example: use book with item).
And I don't understand why the standard floating caption (as defined in gameloop script) only works when i select the item from the inventory, not when i select it via the icon.

15
Technical forum / Re: Caption not working
« on: October 27, 2015, 06:38:29 PM »
Hi,

There's nothing wrong with how it works. Basically, if an item is not selected, then the caption will be either not visible or the text of the current active object.

If an item is selected, the code is this:
Code: [Select]
WinCaption.Text = "Use " + Item.Caption + " with " + ActObj.Caption;with Item, being a variable that stores the Game.SelectedItem.

So it should work, but it doesn't. That's my problem.

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