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Messages - Jyujinkai

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331
General Discussion / Anyone know a good free sound effect library?
« on: September 27, 2007, 11:13:57 PM »
Anyone know a free sound effect library that can be used in hobby and education projects?

I have done a bit of a search and found thousands of site .. most of witch are terrible and full of popups and crap.... so wondering if anyone has found a good one?

332
Community bulletin board / Re: Finished competition games!
« on: September 27, 2007, 10:10:56 AM »
wiki's are hard to use and need separate log in and everything :(

Prob a simple single wiki page with a listing of all the releases and links to there threads might be easier to maintain?

333
Community bulletin board / Re: Finished competition games!
« on: September 27, 2007, 09:29:49 AM »
There has to be more than 2 games done in this community so far... beside i was kinda talking about all games + comps.

334
Community bulletin board / Re: Finished competition games!
« on: September 27, 2007, 03:45:31 AM »
If you created a new  forum catagory for game releases you could archive the release posts in a much better way so the forum reader can just jump strait in to the forum they are after... see what is being made... see any playable demos... or see any full release titles.

Mabey something like this.

Game Releases
    - Released Titles
    - Demo Titles
    - Work in Progress

I think while this place has a great support community it is not really humming with activity. If you do not have a problem there isn't a huge amount to pull you back to the site. Meaning that all the support has to be done a a small few., instead of the community supporting each other.

I think the addition of a Work In Progress forum would really help. People could start a thread for any project they are on and post screens, builds.. what ever.. After a while with many threads constantly getting additions to them, or if it is something very cool you may subscribe to it so the board mails you when the topic is active again. Forum users can easily keep track of other project, get to know what others are able to do.. get help each other out. Plus when they visit there will be new stuff all the time, not just support questions.

The other 2 things are just wat they say, 2 forums for Releases and Demos. That way in a single click you can see what is done and what is not and what is a demo and what is in development..

Just a though... either way WME is cool :P

335
Technical forum / What is a way to make an object out of reach.
« on: September 27, 2007, 02:09:41 AM »
Ok still super new to all this....

I can click an object and walk to it and activate the script attached to it.
I can walk though a region and activate the script attached to it.

My question is can I set up a mouse click and if it is out of reach get an "I can reach it" thing. (I know you can but how)

I am assuming it would use if statements.

The way i am doing it at the moment is to have a region to note the "in reach" area and have a if thing on the script for the entity that checks to see if the actor is in the region.... This dose seam to work but it also seam to be pretty weird as i have like a bazzilion regions all over my scene...

Is ther a better way to do this?

336
Technical forum / How to control the inventory box?
« on: September 26, 2007, 07:30:58 AM »
I cna not seam to find out how to control the inventory box... I am using the inventory from the trinity demo... I have made a new graphic for it.... but my graphic is a lot taller then the one in the demo. So when it trys to hide it the bottom of the graphic pokes out.

I have set up the window .def file.

The inventory item boxes and spaces between them.

The width and height of the inventory box is equal to the image

If i change the X,Y position in the def file it can move along the Y.. but I can not see a way to move it in the X.

Any ideas?

ALSO

Even with the box poking out like that i can see a probelm i can not fix as well... the hot spot for opening and closing the inventory is still set to the width of the original inventoy box... as mine is a lot taller even with 1/2 of it missing there are some slots i can not move the mouse to before the game thinks that i have moused off and auto close it?

337
Technical forum / Re: Dose WME Support Image Blending Options?
« on: September 25, 2007, 10:07:54 PM »
But you can not use a additive blend on a image / sprite in the window editor to make a fancy gfx button glow? At the moment i have a "lightened version" of each  button in the "hover" setting. It works but is bloating the file size having all those extra gfx

338
Technical forum / Dose WME Support Image Blending Options?
« on: September 25, 2007, 09:17:57 PM »
Can you use additive, subtractive or anything like that on a sprite?

For effect sprite animations?

(You can use a png alpha blend to "darken" with a sprite btw)

339
Hi I was woundering if it is possible to have a scene like this...

Example Scene setup
  • Normal 3D Scene
  • Has a Camera
  • Has 3Ds Mesh floor thing
  • Has 2 3Dactors in it (filmed from scene camera)
  • When the player actor talks to the other actor have a SECOND camera + 3rd 3DActor (copy of guy your talking to) Filmed from a 2nd camera... as and overlay.

Example

340
Technical forum / Re: How do you trigger and animation on a new actor?
« on: September 25, 2007, 11:11:57 AM »
oh... i am retarded!!! Thanks Meta

341
Technical forum / How do you trigger and animation on a new actor?
« on: September 25, 2007, 03:16:03 AM »
I'm trying to trigger an animation in a actor file so the animations play at the scene load.. so far the object is loading and stuff.. but i am curious what to do to get animations to play...

Code: WME Script
  1. // Load Main Actor
  2. actor.SkipTo(581, 649 );
  3. actor.Direction = DI_UP;
  4. actor.Active = true;
  5.  
  6. //load test object
  7. var test = Scene.LoadActor3D("actors\ball_test\ball_outside_inn.act3d");
  8.   test.SkipTo(515, 587);
  9.   test.Direction = DI_DOWN;
  10.   test.PlayAnim(Animation_Move)

and the test object just sits there doing nothing... . .. .  . . .  This is teh animation bit from the act3D

Code: WME Script
  1.   ANIMATION
  2.   {
  3.     NAME="Animation_Move"
  4.     LOOPING=TRUE
  5.   }

When previewing the act3D file in project manager i can see teh animation looping.

342
I can not get this to run :(

I could not load it.. had to copy the 3 text files from the root of teh data folder from the demo projecy

After that f5 to test insta crashed

:(

Also seasm both the lnks go to the same file.

343
Jyujinkai's Continuing Tutorials for Nubs and the Programming Impaired (like me)
(sorry but i can only properly support windows)

Haveing multi entrence and exits to and from your zones.

Summery

The default scene files that come with WME have set start positions for the actor as soon as the room loads. For most cases this is fine. Though in some cases you will find that you need to have different start locations in the same room.

The prime example of this is if you have a large main room, with a number of exits all leading to different rooms. If you enter the main room from one of these doorways you want to have the actor appear near the doorway.

Lets have a quick look at the default scenes_int.script file that come with WME

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. // here comes the stuff which initializes the scene
  4.  
  5. actor.SkipTo(400, 400);
  6. actor.Direction = DI_DOWN;
  7. actor.Active = true;
  8.  
  9.  
  10. ////////////////////////////////////////////////////////////////////////////////
  11. // scene state
  12. global StateRoom;
  13.  
  14.  
  15. // default values
  16. if(StateRoom==null)
  17. {
  18.   StateRoom.Visited = false;
  19.   // add scene states here
  20. }
  21.  
  22.  
  23.  
  24. ////////////////////////////////////////////////////////////////////////////////
  25. // setup scene according to state variables
  26.  
  27.  
  28.  
  29. ////////////////////////////////////////////////////////////////////////////////
  30. if(!StateRoom.Visited)
  31. {
  32.   StateRoom.Visited = true;
  33.  
  34.   // this is our first visit in this scene...
  35. }

Ok the bit we are interested in is

Code: WME Script
  1. actor.SkipTo(400, 400);
  2. actor.Direction = DI_DOWN;

What this means is as the scene is loaded it will take the actor and "SkipTo" (place) it at the cords 400, 400 and also point the actor in the DI_DOWN (Direction Down). So. by simply editing these values you can change the start position of you actor whenever the scene loads.

OK... The Good Stuff

Here is a layout of our scene


We have a long hallway and a room at each end. If you exit the kitchen, when the hallway room loads you want the actor position to look like he just left the kitchen, same for the ballroom... so depending on witch room you exit you want a different position for your actor in the hallway scene.

Ok..... for easy sake i will use the initial scene transition code from the tutorials. This is strait from the manual tutorials that you all have done. It is the bit that uses a entity with a actor position code in it and a script to move the actor to the entity and then change scenes on a left click.

So.... the Kitchen and the ballroom both have this code on an entity witch you left click to enter the ballroom.

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   actor.GoToObject(this);
  4.   Game.ChangeScene("scenes\ballroom\ballroom.scene");
  5. }

Ok... enough background....

Passing a global variable between scenes

So lest do this.... The way it will work is that we will define a variable, witch is passed from one scene to the other. witch can then be tested in the hallway scene, thus enabling the hallway to identify  witch scene the variable came from. And this is how you do it.

1) Change the transition code in the kitchen entity script from the default (written above) to this new code.

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   global ExitSceneGV = "kitchen2hallway";
  4.   actor.GoToObject(this);
  5.   Game.ChangeScene("scenes\ballroom\ballroom.scene");
  6. }

Pause and understand what has happened

All we have done is added a single line of code "global ExitSceneGV = "kitchen2hallway";" to the transition script. All it is doing is defining a global Variable for our project called ExitSceneGV (Exit Scene Global Variable). A Global variable is a variable that is not bound to any location it can be accessed from anywhere. As in acessed in one scene, and then another scene.

You can use this same Global variable for your entire project for your simple scene transition needs, so name it easy to spell and unique.

Ok.. so we have our global variable "ExitSceneGV " and it contains the information "kitchen2hallway". So lets see how to use it!

1) Load up your ballroom scene's scene_int.script. It will look like the code at the top of this tutorial.

2) Find and delete these lines

Code: WME Script
  1. actor.SkipTo(400, 400);
  2. actor.Direction = DI_DOWN;

3) Replace them with these lines.

Code: WME Script
  1. global ExitSceneGV ;
  2. //Enter from Kitchen
  3. if(Game.PrevScene=="kitchen")
  4. {
  5.   if(ExitSceneGV == "kitchen2hallway")
  6.   {
  7.         actor.SkipTo(400, 400);
  8.         actor.Direction = DI_DOWN;
  9.   }
  10. }

Pause and understand what has happened

The scene initialisation script is loading the scene as it dose so it loads the global variable, it then uses a TEST, with the IF loop. It breaks down like this.

1) First it dose a test to see if the previous scene was the kitchen scene
2) It then dose a test to see if the global variable it has loaded is the correct one. (the variable was set as you left the kitchen zone)
3) If those tests are true.. then it will execute the actor placement code. Witch is

Code: WME Script
  1. actor.SkipTo(400, 400);
  2.         actor.Direction = DI_DOWN;


That is it you have tested the variable and done what is needed... the next step is to do the same things for the ballroom.... the code looks like this

Ballroom exit scene script

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   global ExitSceneGV = "ballroom2hallway";
  4.   actor.GoToObject(this);
  5.   Game.ChangeScene("scenes\ballroom\ballroom.scene");
  6. }

And the scene_init.script for the hallway is now

Code: WME Script
  1. global ExitSceneGV ;
  2. //Enter from Kitchen
  3. if(Game.PrevScene=="kitchen")
  4. {
  5.   if(ExitSceneGV == "kitchen2hallway")
  6.   {
  7.         actor.SkipTo(400, 400);
  8.         actor.Direction = DI_DOWN;
  9.   }
  10. }
  11. //Enter from Hallway
  12. if(Game.PrevScene=="ballroom")
  13. {
  14.   if(ExitSceneGV == "ballroom2hallway")
  15.   {
  16.         actor.SkipTo(400, 400);
  17.         actor.Direction = DI_DOWN;
  18.   }
  19. }


That is it your done!!! Simple make sure the SkipTo is set to diffrent values and the actor will apear on diffrent sides of the room!!!!!!





Additional

If you have a U shaped hall witch exits into a single room but on different sides you need to slightly modify this code.


So in this one you have 2 exits from another hallway room that have different actor positions in the ballroom. Do all the transitions things the  same as before.. so just trigger your scene change and at the same time and define the global variable. (remember use the same variable for your entire project)

Here is the new code.. you basically need two tests instead of one... so unlike the scene_init.script code above.. here is your new one.

Code: WME Script
  1. global ExitSceneGV;
  2. //Right Stairs
  3. if(Game.PrevScene=="hallway")
  4. {
  5.   if(ExitSceneGV == "hallway_exit01")
  6.   {
  7.     // we went the way we came
  8.         actor.SkipTo(856, 227);
  9.         actor.TurnTo(DI_DOWNLEFT);
  10.   }
  11.   else if(ExitSceneGV == "hallway_exit02")
  12.   {
  13.     // we went around to other side
  14.         actor.SkipTo(147, 231);
  15.         actor.TurnTo(DI_DOWNRIGHT);
  16.   } 
  17. }

There you go that is it.... same as before but this time you are doing more tests on the variable ... you can add as many else (rooms entrances) as you want with this method.



Hope that help!!! Remember i am a beginner as well.. as I learn somthing that confused the hell out of me i will post a tut on how to get past it...

Have fun!!!

344
I have a room that is needed for continuity but it is just a hallway and i see no reason for the player to both with it.. so I am trying to make the actor automatically move though the scene and then load the new scene while stopping the player from having any way to interacted or stop the movement.


I have almost got it working....

Code: [Select]
scene_int.script
actor.Active = true;


if(Scene.Name=="kitchen_enter")
{
Game.Interactive = false;
  actor.SkipTo(684, 883);
  actor.Direction = DI_UP;
  actor.GoTo(493, 644);
}

So the actor is loaded up
Positioned
turned
then walks to the cords
I then have a region in the scene that as the actor walks though it it will auto load the new scene.

So everythign works...

BUT for some wierd reason the actor is always facing the wrong position when the scene loads.
It is suposed to come in @   
actor.SkipTo(684, 883);
actor.Direction = DI_UP; (and if i comment out the goto line it IS)

but it the goto line is not commented out then the toon apears facing the wrong way so it needs to do a 180 degree spin before it starts moving.

Any ideas?

345
Technical forum / How do you load the same room from multi angles?
« on: September 23, 2007, 07:55:33 AM »
I have a room that has entrances from three other rooms AND two of those rooms have 2 exits that both lead to the same room...



So upshot is that the green and the blue room have two separate exits that lead to the ONE room and each exit appears on a different location in that one room.


I was using

Code: [Select]
if(Game.PrevScene=="stairs_right_inn")
{
actor.SkipTo(195, 205);
actor.Direction = DI_DOWN;
}
if(Game.PrevScene=="stairs_right_inn")
{
actor.SkipTo(830, 205);
actor.Direction = DI_DOWN;
}
if(Game.PrevScene=="enter-left")
{
actor.SkipTo(514, 716);
actor.Direction = DI_UP;
}

as it can load a new actor start pos based on the last scene but HOW do i handle the green and blue room... where that last scene call will not work as there are TWO different positions in the main room from two different exits in each of those rooms.

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