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Messages - Azrael

Pages: 1 ... 8 9 [10] 11
136
Technical forum / Re: Music Plays Too Long
« on: March 23, 2009, 07:49:03 AM »
You could use something like that (in each scene):

Code: WME Script
  1. if (Game.IsMusicPlaying() && Game.GetMusic() != "music\TheMusicSouldPlayHere.ogg") //If a music is playing and it isn't the right music for this scene
  2.         {
  3.         Game.PlayMusicChannel(1, "music\TheMusicSouldPlayHere.ogg"); //Load the new music in channel 1
  4.         Game.MusicCrossfade(0, 1, 1000); //Crossfade the new music with the old one
  5.         }
  6. else if (!Game.IsMusicPlaying()) Game.PlayMusic("music\TheMusicSouldPlayHere.ogg", true);
  7.  

137
Technical forum / Re: 3 question in wme
« on: March 16, 2009, 12:44:05 PM »
I think 3 means using an object with another. Like "use hammer with glass".

To do this you only have to add some lines on "glass" (in this case) object's script.

Something like (hammer is the name of the object in your inventory):

Code: WME Script
  1. on "hammer"
  2. {
  3. //add here your script
  4. }

138
Scripts, plugins, utilities, goodies / 2.5D models viewer
« on: March 08, 2009, 11:49:04 AM »
Sorry if my English is not perfect, i hope it's readable :P

To some team need i created a "tool" with WME used from the modelers to test 3D models. It can be used obviously to see how an object will be rendered in wme but also to test animation, attached objects, actor scale, lights, shadow, "load" custom scenes to see how the characters appear in the real scene (only a 2.5D scene) and also set the options of a particles emitter to create custom effects (you can also save the settings in a txt file).

I think it's quite easy to use (all the work is do renaming and replacing some files in some directory, except for the particle emitter obviously). We found it very useful because the modelers could test their models without learning how to use WME or without sending me the model, waiting until i make a demo and i sent it back. It fasted the work a lot (we work mainly in internet due to a bit o distance :P ).

Don't expect to be a state of the art tool :) It was developed adding pieces as we needed them and i don't put particularly attention to good scripting. So surely something could be done better. But it's works and for now, for us, is enough and i have also something different to do :P

Another problem may be some English translation, sorry ;)

For these reason i release also the source code of the viewer. So, if you find some bug, if some translations are wrong or could be better, if you want to translate it to another language or if you want to improve/add something, feel free do do it.

The only thing i ask is to maintain the original credits (add yours obviously) and to share yours mods to the comunity :)

Inside the viewer you will find a README with some basic instructions.

Viewer English version: http://www.madorange.it/viewer/Viewer_1.0.rar
Italian translation (simply overwrite existing "lang" file): http://www.madorange.it/viewer/Viewer_1.0_ITA_lang.rar
Source code: http://www.madorange.it/viewer/Viewer_1.0_source.rar


I hope somebody would find it useful :)

139
Community bulletin board / Re: WME is 6 today
« on: January 15, 2009, 09:54:19 AM »
With a bit of late, happy birthday WME! :)

And thanks a lot to Mnemonic ;)

140
Technical forum / Re: How Unload a Window in Following Scene
« on: November 21, 2008, 07:30:58 AM »
If you don't need this window anymore, or only sometimes, you can use:

Code: [Select]
Game.UnloadObject(Object)
Removes an object from memory.

Parameters
Object
The object to be removed from memory.
Remarks
If you load an object using the Game.LoadActor, Game.LoadEntity and similar methods, you should unload those when you no longer need them to free memory. Otherwise those objects will be released when the game quits.

For the second question you mean "interface/system" directory? I may be wrong but i don't think that should make some difference. Obviously it's useful for organise the project and find quickly the scripts but i don't think it will be more efficient for game.


141
Technical forum / Re: Save Game
« on: November 13, 2008, 08:13:57 AM »
Try looking under your windows documents folder. There should be a folder with your game name.

142
Technical forum / Re: How create an executable file
« on: November 13, 2008, 08:10:34 AM »
To set the scene where the game start go to this scene and click with the right mouse button to the .scene file. Then click "Set as startup scene".
Or you can click to "Startup scene" in the left column (under "game settings") and set it there.

And yes, to create the executable you have only to click on "Compile packages" :)

Probably the start scene was wrong because you set the right scene only for debug. So it work when you play the game from wintermute but not from the executable ;)

143
Technical forum / Re: Cursor hides some part of object's name
« on: November 11, 2008, 06:38:11 PM »
1) For coordinates in "game_daemon.script" look at row 26-27:

Code: [Select]
WinCaption.X = Game.MouseX;
WinCaption.Y = Game.MouseY + 50;

2) To remove the text you can simply change the line 46 (always in "game_daemon.script"):

Code: [Select]
WinCaption.Visible = true;
And set it "false".

Obviously you can also delete the scripts that handle the caption window if you want, but pay attention in what you delete ;)

144
Technical forum / Re: Molly and Sally
« on: October 25, 2008, 09:55:08 PM »
You mean when you left click somewhere?

If yes this should be, if there aren't particular scripts, normal beacause only the main character react to direct imput like "LeftClick", "RightClick" with defaults script.
If you want the other actor to do something you have to script it :)

145
Technical forum / Re: Molly and Sally
« on: October 25, 2008, 07:26:38 AM »
You should post your code so we can find the problem ;)

However the code should be something like that:

Code: [Select]
//For the main Actor
actor.SkipTo(200, 200);
actor.Active = true;

//For secondary Actor
var sally = Scene.LoadActor("actors\sally\sally.actor");    //I assumed this was the path to your actor, change it if is not this
sally.SkipTo(300, 300);
sally.Active = true;

146
Technical forum / Re: Can't find my project file
« on: October 25, 2008, 07:13:40 AM »
You must search your projects in your windows "Documents" directory, under "WME projects" dir :)

147
Game announcements / Re: Face Noir – The cat with the jade eyes
« on: October 23, 2008, 08:48:03 AM »
Yes, i mean only Russian translation for the web site ;)

I hope we will sell the game in every country  :P ;D

But is a bit too early for speaking oh that now :)

148
Game announcements / Re: Face Noir – The cat with the jade eyes
« on: October 22, 2008, 03:39:04 PM »
I would thanks Catacomber for the help with some error in English translation :)

The site is being translated in French, Deutsch and Spanish. I'm sorry but a Russian translation is not planned for now :(
But we will take it in consideration.

149
Technical forum / Re: Script errors
« on: October 22, 2008, 07:07:19 AM »
It should be more something like:

Code: [Select]
var Door = Scene.GetNode("Door");
If "Door" is an entity or a region in the scene.

150
Game announcements / Re: Face Noir – The cat with the jade eyes
« on: October 21, 2008, 06:37:14 PM »
Thanks! :)

@Catacomber thanks for the help offer, we would take it in consideration ;)

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