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Messages - Lion

Pages: 1 2 3 [4] 5 6 7
46
Technical forum / Re: Black Screen before ChangeScene()
« on: April 02, 2007, 12:31:43 PM »
But then at me the new scene will be black.

47
Technical forum / Black Screen before ChangeScene()
« on: April 02, 2007, 12:10:27 PM »
Before the call of function of ChangeScene, I want to show a fullscreen window. Then to close him, but so that after closing there was a black screen, instead of screen of the current scene. How this to do?

var Win = Game.LoadWindow("name");

Win.Center();
Win.GoSystemExclusive();

Game.UnloadObject(Win);

//?????????????????

Game.ChangeScene("name");

48
Technical forum / Can you do support of animation gif format?
« on: February 05, 2007, 10:03:56 AM »
Can you do support of animation gif?

Then function of DisplayLoadingIcon(Sprite, X, Y, Persistent), would show an animation picture.
During the load of large objects.

50
But as if this entity with 2 talk behaviour?

ENTITY
{
  NAME="oldguy"
  CAPTION="Old guy"
  ACTIVE=TRUE
  X=200
  Y=200
  SCALABLE=TRUE
  INTERACTIVE=TRUE
  COLORABLE=TRUE
  SPRITE="entities\oldguy\sprites\default.sprite"

  TALK="entities\oldguy\sprites\talk1.sprite"
  TALK="entities\oldguy\sprites\talk2.sprite"
}

entity.Talk("Text1", null, null, ?);
entity.Talk("Text2", null, null, ?);

51
At me 2 animations of talk. As needed it to specify for the function of Talk:

Talk(Text, SoundFilename, Duration, TalkStances, TextAlignment);

actor.Talk("Text1", null, null, 0); // for the first animation
actor.Talk("Text2", null, null, 1); // for the second animation

Is it correct?


52
General Discussion / There are a few questions on console debug???
« on: January 17, 2007, 10:10:51 AM »
There are a few questions on console debug:

Badly evidently when stopping is for the dedicaded line(on F9). Can do as in new Microsoft Studio Visual 2005, to select by a yellow pointer...

How to continue implementation of script(on F5)? Is it possible after stopping for some line of script, by step to carry out a script(like F10 in Studio Visual)?

53
General Discussion / Re: Latest beta: WME 1.7 beta 2 (Jan 1st, 2007)
« on: January 09, 2007, 02:52:40 PM »
When you plan to publish new release?

54
Technical forum / Re: SetSprite() for the actor
« on: December 08, 2006, 09:40:50 AM »
Thanks all is good.

56
Why initially there DEAD:CODE\NameGame\Audio\SFXVolume it is written value = 200?

57
I wish to make an opportunity in adjustments to change loudness of a sound.

The general loudness of a sound is established from DEAD:CODE\NameGame\Audio\SFXVolume?

How to me to read and write value in register DEAD:CODE\NameGame\Audio\SFXVolume?

Why initially there it is written value = 200?

58
Technical forum / SetSprite() for the actor
« on: December 05, 2006, 12:03:58 PM »
actor.ForceTalkAnim("BeginningAnimation.sprite");
actor.SetSprite("TheNewSprite.sprite");   // Force a temporary stand sprite
actor.Talk("Text");
actor.PlayAnim("EndAnimation.sprite");
actor.SetSprite(null);  // The stand animation resets to your default

Yes, this scheme works, but only for entity. For actors, all the same does not work.

After of function Talk(), on a share of second appears the frame of animation "stand".
But only then sprite, which have established through SetSprite(). Looks very badly.

In general SetSprite() for the actor, works not absolutely correctly.

Old animation "stand", from time to time appears again on a share of second.

It is possible for something to make with it? The help of the guru is necessary.

59
Yes, this scheme works, but only for entity. For actors, all the same does not work.

After of function Talk(), on a share of second appears the frame of animation "stand".
But only then sprite, which have established through SetSprite(). Looks very badly.

In general SetSprite() for the actor, works not absolutely correctly.

Old animation "stand", from time to time appears again on a share of second.

It is possible for something to make with it? The help of the guru is necessary.

60
The beginning + a cycle, works.

actor.ForceTalkAnim("BeginningAnimation.sprite");
actor.Talk("Text");
actor.PlayAnim("EndAnimation.sprite");

And with the end of talk of a problem, it is play any not correct animations.
Between actor.Talk("Text") and actor.PlayAnim("EndAnimation.sprite") probably stand animation shows...

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