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Messages - jackslawed

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1
Technical forum / Re: Moving non-actor entities towards an XY position
« on: March 01, 2012, 01:13:27 PM »
I use "for" loops for this rather than if statements. Something like this example:
Code: [Select]

//this moves the object from -75 to 1100 (x coordinate)
for (i = -75; 1<1100; i=i+3)
{
this.X = i;
this.Y = this.Y -1;
Sleep(25);
}

The i=i+3 and the Sleep(number) can be tweaked to alter the speed.

You could also make a custom method, and then call that whenever you need to.

I realize that you need to move smoothly in both axes... so you will need a slightly more complicated equation in your for loop... but I hope this is helpful.

2
Technical forum / Re: Camera off center when importing scene geo in Blender
« on: December 13, 2011, 08:57:39 PM »
Not sure how to help, but no one else has answered, so here goes.

I didn't have blender problems, but I remember similar problems a long time ago. From what I remember:

1. Check your resolution for the scene and game... this caused problems with scrolling scenes and geometry for me once, I think
2. Check your field of view and clipping planes on the camera settings in Blender (not too familiar with Blender, but it might help).
3. Try setting your clipping planes in the scene to -1 (near) and -1 (far). That is -1 for both! From what I remember, distant clipping planes cause problems

Sorry if those aren't useful!

3
Game announcements / Re: Miskatonic
« on: December 05, 2011, 06:31:18 PM »
No plans for translation. There's not much interest in the English version right now!

4
Game announcements / Re: Miskatonic
« on: November 30, 2011, 10:30:57 PM »
Hey all
Demo is now up at the site www.miskatonicgame.com. Full version also available for purchase if you're so inclined...

Decided against installation, or any kind of registration, activation. Not sure how that turns out.
Thanks

5
Technical forum / Re: splice alternative? (for randomizer duplicates)
« on: November 27, 2011, 05:26:54 PM »
So here's my new two cents.I feel like your code was unnecessarily complicated... you can essentially use the same code as before, replacing the "Active" property with "Interactive". That removes the concerns you noted in the comments. I do like the totalObjects global variable, good idea! I commented out the extra loop in sceneinit... it can probably be completely deleted. There was also a problem with inert items playing the click sound when clicked... that is fixed now.

I also "skinned" it after watching a youtube of Ravenhearst. I added a menu button and a hint button... not sure how the hint system usually works in HOGs, you can see how mine works. Finally, I added an animation to the itemclick script.

http://dl.dropbox.com/u/43588217/HOGV3.zip

Let me know what you think.

6
Technical forum / Re: splice alternative? (for randomizer duplicates)
« on: November 24, 2011, 08:29:54 PM »
I'm not really making a full game, just experimenting. But I guess that's all that's needed.
Feel free to take the code/example project completely and use it for whatever you want commercially or for fun (and anyone else using this forum).

Regarding your ideas:
1. In this case, I think would best to use a transparent window (with no background image), and then simply overlay the static text controls on a permanent entity. The trick would be updating the text without screwing up... I can see a few problems might occur there.
2. This is really simple, requires no more coding; simply use region entities instead of sprite entities! Everything else will work as before.

Anyway, I'm going to fiddle around later on... it could be useful to have a template available for anyone who wants to use WME for hidden object games. These should work in WME Lite as well, so the iOS option is available as well as windows. It give me a distraction to avoid getting on with my real work too....

7
Technical forum / Re: splice alternative? (for randomizer duplicates)
« on: November 24, 2011, 04:01:25 PM »
Hey Anheric... still trying to create that HOG?

I said the other day that I was experimenting... I did some more today, and now have a basically functioning hidden object game template. It functions fine, there are colored balls instead of hidden objects, but that's simply waiting for different graphics. The whole scene needs only four scripts and an include; with that you should be able to hide an infinite number of objects.

I'm always asking stupid questions about programming, but since I have no experience, sometimes I am good at finding simple answers (the code is probably very ugly)

Anyway, take a look at the script and things, and maybe we can make it better. It's not technically the answer to your splice question, but it should be useful. Link here:

http://www.miskatonicgame.com/HOG.zip

Let me know if it works for you... there are some other features I'd like to add.

8
Technical forum / Re: Sprite sheet
« on: November 24, 2011, 03:33:49 AM »
As far as I know, a sprite sheet won't work, as sprites are usually a sequence of images. I may be wrong about this!!

But if you already have sprite sheets made, you should be able to simply use a grid/slice tool in GIMP or Photoshop to automatically cut and export your sprite sheet into many images.  I don't think it is more work than using a sprite sheet...




9
Technical forum / Re: Corrupted .X file after loading game?
« on: November 21, 2011, 07:53:24 PM »
I couldn't find a fix for the .X animation, so I went back to my workaround and fiddled with it. That's likely unhelpful for anyone else, but if anybody is having trouble with odd, possibly buggy behavior using the "AfterLoad" event, try attaching a script with a short sleep command followed by your code, then detach the script. It seems the game script doesn't allow sleep, so this solved the problem I was having with strange actor positioning after loading.

10
Technical forum / Corrupted .X file after loading game?
« on: November 21, 2011, 04:40:47 PM »
Hi all
This is one of those dreaded DirectX problems... hard to track down what's going wrong. My 3D actor works perfectly, except after loading a saved game. The idle animation flickers on and off, meaning the actor cannot stand still. The walk animation also gets oddly slowed down, and it looks something like roller-skating. This happens only after loading a saved game, and it happens every time I load a saved game.

I had a workaround where the game unloaded and reloaded the actor every time saves were loaded. This solved the flickering/animation bug, but it has caused serious problems for me in scrolling scenes (layers larger than screen) and scenes where a different actor is supposed to be loaded.

I also tried UnloadAnim() for every animation, then MergeAnim() to essentially replace the anims with a fresh set. Oddly the idle animation begins flickering again as soon as it is loaded.

What happens to the actor3D object when saving/loading? Why would this problem not occur when a new game is started?

Any help/suggestions would be greatly appreciated!!!

11
Technical forum / Re: Hidden Object Game
« on: November 20, 2011, 10:27:54 PM »
No problem. I actually started experimenting myself, and it seems really easy to implement. I prefer point and click, but HOGs are so popular I'm surprised more people haven't tried WME for making them yet.

12
Technical forum / Re: Hidden Object Game
« on: November 20, 2011, 09:59:31 PM »
Hi
I'm no expert, but it seems like WME should be easily able to handle HOGs.

In your scene, simply make each hidden object an entity, and then you can activate or manipulate them at will.  Attach a script to each entity something like this:

Code: [Select]
on "LeftClick"
{
   this.Active = false;
   // then apply some event to another object, your list of items
}

It's really easy to use Scene Edit to position your entities etc. You can make them all Active= false, and then activate a random selection
each time the scene loads

The list is a little trickier. Maybe a window object that loads text strings into 20 fields? The window could be hidden while searching, and then called using Game.LoadWindow each time an object is clicked.

The tricky part about the randomizer would be ensuring that you get twenty unique activated entities. You would need some counter, that each time checks whether a given entity is already activated, and stops once 20 different entities are activated. Perhaps a "for" loop?

As I said, I'm no expert, but it doesn't seem like it would be that difficult. Try using something like the script above to deactivate the entities in the demo scenes upon clicking.

Let me know if none of this makes sense, or if I've completely missed the point!

13
Game announcements / Re: Miskatonic
« on: November 15, 2011, 09:42:33 PM »
Yeah, it's Lovecraft, but more odd than horrifying. I'm not sure how diehard Lovecraft fans appreciate (attempted) comedy. Still, there are a lot of references etc that will hopefully be fun for people who have read a lot of the stories... there's a fair amount of small details to read and examine.

And anyway, there are so many great scary Lovecraft games already, maybe there's room for something different.

Now off to search the forums for advice on setting up an installer!

14
Game announcements / Miskatonic
« on: November 13, 2011, 10:10:38 PM »
Hey all. I've basically finished the game I've been working on for a while.  :)
Thanks to everyone on the forum, especially Mnemonic and Metamorphium, for helping me out, directly or indirectly. I am a novice and much of this was new to me.

The game is called Miskatonic, it's a third-person mystery adventure with some comedy and horror loosely inspired by H.P. Lovecraft stories (set on my version of the famous university campus). I'm doing the final testing right now, it's 99.9% done. I wanted to wait until I had things basically done before announcing anything.

I'm thinking of going commercial(not sure how yet), and this is just the first episode. I have some work done on other installments, and I'm hoping it might be successful enough to let me finish the long story a little faster.

Anyway, you can see the website here for a basic idea of what it looks like.

www.miskatonicgame.com

15
Technical forum / Re: Replace actorA with actorB
« on: October 10, 2011, 03:16:47 AM »
I did something similar to this, I think... had a clothing change using a different actor. I did initially have the problem of both actors loading, fixed it with:

Code: [Select]
         Game.UnloadObject(actor);
actor = Game.LoadActor3D("actors\actorB\actorrB.act3D");

(to switch from actorA to actorB)
That might not be helpful, I'm not entirely clear on what you are trying to do, but it worked for me! Just watch the load time...

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