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Messages - Spellbreaker

Pages: 1 [2] 3 4 ... 26
WME sources discussion / Re: entity image sizeX and sizeY
« on: August 24, 2012, 06:50:52 PM »
Sorry I did not see that this question is in the sources discussion :) But it should be a question to Mnemonic, since it should not be a problem to add a .Width , since .Height already exists ;)

WME sources discussion / Re: entity image sizeX and sizeY
« on: August 24, 2012, 06:37:50 PM »
You can only get the height of an entity, like entity.Height.

Technical forum / Re: Hi! I'm new... and lost.
« on: August 22, 2012, 12:38:45 PM »
Bear in mind that

Code: WME Script
  1. Chair.sprite.Active = false;

is not supported in WME. It supports up to one level, like this:

Code: WME Script
  1. var sprite = Chair.sprite;
  2. sprite.Active = false;

That won't work either, because entitys do not have a member called "sprite" .
What you could do is:

var sprite = Chair.GetSprite(); // To get the FILENAME
var sprite = Chair.GetSpriteObject(); // To get the OBJECT

But there's usually no need for that, it's enough to set either Chair.Active = false; to make it invisible and therefore unusable. OR: Set .Interactive to false, so the entity will still be visible, but no longer interactive ( e.g. a switch you can only press once or something like that).



Technical forum / Re: Direct control and Scene scrolling
« on: August 21, 2012, 01:50:20 PM »
Hey there!

How do you scroll? I'd suggest the following for your scrolling, we do the same in our Project.

As you can see on the screenshot, we are always using regions to trigger scrolling. In his case, they are simply two regions from top to bottom ( the two light-blue ones). The LEFT region makes the screen scrolling to the left-end, and the RIGHT region makes the region scroll to the right, simply by using the following Script:

on "ActorEntry" {

Thats for Scrolling to left for example. As for the Settings, we use the following in scripts\scene.script :

this.ScrollSpeedX = 10;
this.ScrollPixelsX = 4;

It gives a quite fast scrolling. You can make it faster by reducing the speedX setting, or by increasing the Pixels.

Maybe this is a solution for your problem.

Technical forum / Re: Hi! I'm new... and lost.
« on: August 21, 2012, 07:52:01 AM »
Hey there!

Take a Look at the "Scene.GetNode" . So if you want to hide an entity which you called "chair" in the Scene Editor, it's as simple as this:

var node = Scene.GetNode("chair");
node.Active = false;

Hope this helps :) And note that WME is Case Sensitive, so GetNode is not getnode ...;)



Technical forum / Re: WME Development Kit on OS X
« on: August 11, 2012, 11:50:10 PM »
I forgot: MAke sure to deactivate hardware accelleration in WME Options

Technical forum / WME Development Kit on OS X
« on: August 11, 2012, 10:33:27 PM »
Hi there!

For you guys who  wanna know:

WME Dev Tools just run fine with CrossOver Wine 11.2  . Simply add the following Strings to your registry in wine:

HKEY_CURRENT_USER/Software/Wine/Direct3D/UseGLSL = disabled
HKEY_CURRENT_USER/Software/Wine/Direct3D/DirectDrawRenderer = gdi
HKEY_CURRENT_USER/Software/Wine/Direct3D/OffscreenRenderingMode = backbuffer



Technical forum / Re: Compiled package size question
« on: August 08, 2012, 07:23:29 PM »
White Chamber - Great Game - Very Short - 360MB :)

Technical forum / Re: Compiled package size question
« on: August 08, 2012, 06:16:53 PM »
And these days...what are 300-400 megs? Nothing. People are downloading 10 gigs of data when buying a game online..,.so what :)

Technical forum / Re: Compiled package size question
« on: August 08, 2012, 06:15:56 PM »

One thing is to reduce video quality or music quality. But thats usually a no go.

Second thing: Make sure you have


In your inno setup script. That gives maximum compression available.

You should simply check which files are big in your project directory. And what format are you using for graphics etc pp.



Technical forum / Re: Trying to display my own window
« on: August 03, 2012, 09:50:58 AM »
As Mnemonic said, show your scripts, but a simple guess from my side would be: Did you forget to set the variable containing your window object to global?

Technical forum / Re: Walk and run animation
« on: August 02, 2012, 03:46:07 PM »
thats a bit more complicated if you need to "hit" a specific could start looking at actor.IsWalking() for example to check if he is walking . then you could create an event in your sprite to "jump" to a specific other frame or play another animation

Technical forum / Re: Walk and run animation
« on: August 01, 2012, 09:16:16 PM »
There's no run animation by default. You simply create a run animation in the actor file. If you want to "run" on rightclick for example, you can do something like

on "RightClick" {
actor.WalkAnimName = "run"

on "LeftClick" {
actor.WalkAnimName ="walk"



WME Lite / Re: True Type Font issues
« on: July 27, 2012, 05:26:07 PM »
Ah okay :)

Technical forum / Re: Horizontal Scrolling
« on: July 27, 2012, 05:25:09 PM »
I'd guess you simply forgot to set Game.MainObject :

From Demo Project:
Code: [Select]
actor = Game.LoadActor("actors\molly\");
Game.MainObject = actor;

Then the Games scrolls using molly.

I personally for RotT only use event based scrolling. Means: I created two regions, like two lines going from top to bottom of the screen, and when the player walks over that line, the whole screen scrolls to the Scenes end. I personally don't like it when the game scrolls all the time, it looks kinda nervous  to me.



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