Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Javi-Wan Kenobi

Pages: [1]
1
Technical forum / Run game on Linux or Unix
« on: August 03, 2008, 10:08:16 AM »
I've created a WME game on Windows Vista.
Now, I want to play it in other computers, running on Linux or Unix. I don't know much about this systems, but I've read it's possible.
Can someone give me a step-by-step explanation on how to run a WME game in one of these OS?
Thanks

2
Technical forum / A little trouble with Game.PlayMusic
« on: April 15, 2008, 10:30:11 AM »
When I was developing and debugging my game, the game.PlayMusic("somemusicfile") lines worked fine.
With the compiled game, these script lines take a lot of time (five secons or so) to run. May it be because the music files are too big (and they're compressed on the music.dcp file)  It will work faster with these files uncompressed?
The original music files are ogg files, from 5 to 15 MB. What's the best file format and file size for a better efficiency?

3
Technical forum / Problem with "nested" variables
« on: February 28, 2008, 07:28:37 PM »
I want keep a series of data from a scene in the Statescene variable.
Since many of the data are arrays, I declare them like this in the scene_init.script:
Code: [Select]
if(!StateSomewhere.Visited)
{
  StateSomewhere.Visited = true;

  // this is our first visit in this scene...
  StateSomewhere.p1 = new Array("eje1", 108, 39);
  StateSomewhere.p2 = new Array("eje1", -94, 18);
  StateSomewhere.p3 = new Array("eje1", -94, 18);
  StateSomewhere.p4 = new Array("eje1", -94, 18);
  StateSomewhere.c1 = new Array(4, 3, 2, 1);
  StateSomewhere.c2 = new Array();
  StateSomewhere.c3 = new Array();
 
// etc...
}
But the problem come later, when I want to use those variables, for example:
Code: [Select]
if(StateSomewhere.c1.Length==0)
{
//make something useful
}
or
Code: [Select]
if(StateSomewhere.p2[1]==1)
{
//do something
}

If I make a variable like

global test = StateSomewhere.c1;

and then I call (for example) test.Length or test[2], there are no problems, but, will the changes made to test affect the original StateSomewhere.c1 variable?

4
Technical forum / Change walking animation in some scenes
« on: December 26, 2007, 12:00:36 PM »
I have a 2D actor with a default walking animation (walk.sprite), with a delay of 90ms and a movement of 12 pixels for each frame (well, it may change depending on the direction, but that's the idea).
It works great in most scenes, but in some others, the character is very small (scale 10%) and he moves exasperatingly slow.
¿Can I create a faster animation and make the actor use it just in these scenes and, when exiting the scene, return to the default animation?
Or, ¿can I change the delay or movements values of the default animation just for these scenes and, when exiting the scene, return them to the previous values?

I think I can do it with a whole new actor with the fast animations, changing between both actors when entering/exiting the scene, but ¿can I do it without changing the actor?

5
Technical forum / Two playing actors
« on: October 04, 2007, 10:29:23 PM »
I think I've read about this, but I can't find it.
It's possible to have two playing actors, each with his own inventory, and change between them, just like in "Day of the Tentacle" or "Fred & Jeff: A movie adventure".
You can send me to the appropiate post if this is already answered.

6
Technical forum / Question on packages
« on: September 26, 2007, 10:59:28 AM »
I have a little question concerning packages.
My game has music and voices, but, since the distribution channel may have size restrictions, I've made several package folders: The main game data package, the localized texts and images package, the localiced voices package and the music package.
If someone wants, for exampple, to have a "lighter" version of the game, he can download only the two first packages.
Then, when the scripts arrives to a "Talk" sentence, I understand it searchs the file in the "speech" folder (which is in the voices package) and if it doesn't find it, it just present the text on screen and it works OK.
It works the same way with the music? If it doesn't find the file, it just skip the line and works OK?


Another question a little harder.
I have an Options menu window in which the player can select to show or not show the subtitles. Since the player may download or not the voices package, I want to disable the buttons when he only has the main packages, and enable them only when he has the voices package.
My idea is having the options.script file with the disabled buttons in the main data package, and another options.script file with the enabled buttons in the voices package, which will overwrite or replace someway the previous file. Is that possible?

7
Technical forum / Problem with debugging startup scene
« on: September 20, 2007, 11:23:38 AM »
I don't know if I've changed something important in my scripts, but now it happens that every time I run the game from the project manager, por debugging purposes, the game starts with the first scene, the one I've selected in the game.script file, no matter what scene is selected in the Debugging Settings -> Startup Scene option.
What's happening? Any ideas?

8
Technical forum / Hide initial settings window (and other question)
« on: April 17, 2007, 07:10:56 AM »
Hi.
Two questions:
First: ¿Can I make that the engine initial settings window never appears? (Only when you use the "settings.exe" file resulting from the compiling)

Second: ¿What are all the options in the "Project settings" window for? Well, I have no doubts about "Outpout folder", "Copy WME runtime to the output folder as" and "Change icon to", but I'd like to have an explanation on the meaning of the other options.

Thanks

9
Technical forum / Items on inventory
« on: April 09, 2007, 10:56:36 AM »
Hi
I want some of the inventory items to have a different response to the "LeftClick" event that others.
In example, while the default action will be select the item so you can use it on other items in the inventory or on objects in the screen, say
Quote
on "LeftClick"
...
// clicking an inventory item
    if(ActObj.Type=="item" && Game.SelectedItem==null)
    {
      Game.SelectedItem = ActObj;
    }
...
some of the items must be used directly in the inventory, without select them, and the response mus be something like that
Quote
on "LeftClick"
{
  global win = Game.LoadWindow("database\index.window");
  win.Center();
  win.GoExclusive();
}
I'm trying to put these lines on a script file for every item who need a different treatment, but always happens the default treatment, which is in the "game.script" file.

10
Technical forum / Speed down a walking animation
« on: March 20, 2007, 12:07:38 PM »
I want to speed down my actor's walking animation, but only in a few moments, in order to do a sort of "scripted cut-scenes".
How can I do this?

11
Technical forum / Problem with an Entity object
« on: February 25, 2007, 10:39:21 PM »
I have an Entity object wich is part of the scene layout. In the script for other entities in that scene, I have to access one of their custom properties, but when I use the the Scene.GetNode method I always get [null] as result.
I think I'm not using this method correctly.
What is the good way using this method?





12
Technical forum / Talk options
« on: February 24, 2007, 11:15:26 AM »
I want to have an Options Menu in wich one of the things you can select is the way the dialogs must be shown. The choices will be "Text only", "Voices and text" and "Voices only".
There is a easy and/or quick way to make that directly in the Talk() function? Or I have to put an "if" script for every dialog line depending on the status of a global variable, or something like that?


13
Technical forum / Help: High Level Events
« on: October 30, 2006, 11:01:45 AM »
Hi
First, , I apologize if my english is not as good as I'd like.

I don't know if that's been already asked, so I ask it because I need an answer. I'm completely lost.
I've read several times that the engine has Low Level Events -such as "LeftClick", "MouseEntry", etc, already implemented in the engine- and High Level Events -such as "LookAt", "Take", etc, wich are created by the designer.
But I've searched everywhere the way to create these "customized" high level events and I haven't found it.
Someone can illuminate me, please?

Pages: [1]

Page created in 0.04 seconds with 17 queries.