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

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Messages - Jerrot

Pages: 1 ... 42 43 [44] 45
Technical forum / Windows
« on: March 14, 2003, 12:59:26 AM »
It's me again!  Verbbar man! ::)
(I don't even like verbbars... but it's a good practice!)

Mnemonic, in the wishlist forum you wrote:

* Verb icons + Text field "Talk to Woman", "Use Lever", etc. (LucasArts style)
Can be done using the GUI layer. Although, as I mentioned in another thread, you must design your scenes with respect to that; by default the scenes cover the whole screen.
Ok, now I've got my window "verbbar" at the bottom of the screen. No problem, if the game area can't scroll vertically (when its height is "screen.height - verbbar.height".)

Now - let's say I WANT the main layer to scroll vertically and I use the Room scene from the wme_demo.

So I adjust the floor region and expand the height of the main layer - now there is enough place for the verbbar, if the scene would scroll to the bottom.

But - uh - how could it scroll down now ? The actor cannot reach the bottom of the main layer, because you can't click it, the verb bar is there. The actor can only walk to the upper edge of the verb bar (and the scene does not scroll down there).

I tried to turn off the AutoScroll and manage the scrolling by an attached evil script with a "ScrollTo()", but this command somehow didn't work at all for me.

So finally : is there a trick to tell AutoScroll the height of the game area instead of the screen height ? Or something I just didn't think of ?

Game announcements / Re:My first WME Scene
« on: March 13, 2003, 07:39:16 PM »
I'm curious... did you make it out of the room?
Actually I only fed the fish and stopped, I did not expect you included that, but when I read this question I restarted and escaped. :)

Well since I can't draw it's my only option!  :)
Scarpia is right, I 've never used a pencil in my life before, but after trying a little in the evenings and reading some interesting tutorials, you will really ask yourself whether it was you, who just drew that charming bistro.  8) But creating characters in 3d... uhh...

Actually I like both, 3d and drawings, and your scene is really cute, very nice animations (taking the phone!).

Technical forum / Re:Layer.Active Bug ?
« on: March 13, 2003, 01:34:55 PM »
You have probably something like "MENU = TRUE" in your window definition. Windows marked as "MENU" disappear when you click outside them.
AHHH! That simple! Poor me!

Yeah, I'm hiding! ;)
I KNEW it, heh!
I guess I'm just not aware of the "real world" anymore... working at home with a permanent cable line, well - don't mind!

Game announcements / Re:My first WME Scene
« on: March 13, 2003, 01:00:43 AM »
Great graphics, I already love this ant!

I will never understand how people are able to create whole games in 3D, I would need days just to create something like the couch... !

Anyway - "911" on the cellular doesn't work. Although I fed the fish.  ;)

Go on!  :D

(Oh, and there is a little error, at the couch you can "climb up the wall" to the top of the screen...)

Technical forum / Re:Layer.Active Bug ?
« on: March 12, 2003, 09:20:05 PM »
But, you are using a layer for user interface? I don't think it's a good idea, IMHO it would be much better to use a "window" object. Layers are bound to individual scenes, you'd have to add the verbbar to *every* scene, that's not feasible, I'm afraid.
Uuh... well, it's my first real try with WME, but you are right, I added the verbbar to the scene,  :-[ (which works great anyway, it's almost finished that way, but... hm.. yes, you ARE right!)

I tried the window method before, but it just did not work at all, maybe I just had too less information about the object. My problem was, that the window just disappeared after the first mouse click. Hm.

(btw: is your messenger not active anymore or do you just hide ? i tried to add you, but i' m not very used to msn anyway...)

Technical forum / Layer.Active Bug ?
« on: March 12, 2003, 08:50:29 PM »
I'm currently creating some little example template for a verb bar. Now - here is my problem:

I created a layer ("verbbar") with some entities ("lookat", "talkto", "take"). Now when a dialog starts, I want the verb bar to become invisible, so I tried to deactivate the whole layer - which doesn't work. Will I just have to deactivate all entities of the layer or is this a little bug ? Maybe I just use it wrong, the documentation is quite short on the Layer object yet.

To check this out, you can use the wme_demo and add these lines at the end of the scenes\Room\scene_init.script:

Code: [Select]
var sky_layer = Scene.GetLayer("sky");
sky_layer.Active = false;
It should be the same problem, I would expect the sky to disappear, but it doesn't. (Finally I'm not sure whether it really makes sense to deactivate whole layers...)


Feature requests, suggestions / Re:Low level events
« on: March 12, 2003, 10:03:07 AM »
Well, the "LeftDoubleClick" event has always been there, but... ahem, ahem, it didn't work  :-[
Now it works!
Oh! What can I say... GREAT, THANKS!  ;D

Feature requests, suggestions / Re:Interface thoughts
« on: March 12, 2003, 09:47:34 AM »
Hi Scarpia,

now that's funny, I had the same idea yesterday - there should be some more templates for interfaces, inventories and option screens (where you can adjust text, text+speech, speech only, sound volume, and finally save/load etc.).

I will try what I can do, but I'm still newbie to WME and there are still too many undocumented scripting possibilities, so be patient. But I read some announcements of games developed in WME here, didn't I ? Are they using the defaults ?

Feature requests, suggestions / Re:Low level events
« on: March 11, 2003, 09:07:19 PM »
how about some low level event like "LeftDoubleClick" ?
i'd like to use this to leave a room / change a scene very fast, so i don't have to watch the actor walking to the open door every time.

Technical forum / Re:Sprite Edit
« on: March 11, 2003, 08:36:02 PM »
Hmm, adding multiple frames seems to work for me. Although Jeroen also mentioned it didn't work on his computer... *confused*  ???

you are right - and me too. it works, but I suppose the length of the string including all filenames("01.bmp" "02.bmp" ...) seems to be limited. I tried it with 12 files of 21 bytes filename length. 7 work, 8 don't.

Technical forum / Re:Possible blocked region bug
« on: March 11, 2003, 08:17:47 PM »
Oops, thanks guys. It was a bug, the .Active attribute should work as well. I have just uploaded a fixed version of WME.
I admire you for these fast updates. In my job, I waited months and years for problem solutions that were much simpler than these.  :)

Just tested the new release, it works fine now!

Technical forum / Sprite Edit
« on: March 11, 2003, 07:57:57 PM »
nothing of importance, but - when I try to insert multiple frames in the sprite editor, it won't load them. It only works by inserting ONE frame, although I can select more in the file requester.

and it would helpful to have this lovely "apply to all frames" function for the colors (transparent, alpha), too.  ;)

Technical forum / Re:Possible blocked region bug
« on: March 11, 2003, 04:46:11 PM »
Hm, this seems to work:

Code: [Select]
 var blockedDeskRegion = Scene.GetNode("block_desk");
  blockedDeskRegion.Blocked = false;

Trying the same with "blockedDeskRegion.Active = false;" does not work as expected, that's right...

Uhm... nice art, but: please try JPEG or linked thumbnails next time, that PNG pictures expanded your article to more than 2 MB... thank you.  ;)

Help wanted and offered / Re:Need graphics artist.
« on: March 07, 2003, 01:43:04 AM »
Besides, I was thinking of a look more like Day of the Tentacle.
Yeah, I like that style most, too. (Unfortunately I got crazy by trying to draw that way!)

Also, what sequel are you talking about? I played the sequel that was in German, but it was a sequel, not a remake. And they used the SCUMM Engine?
*oops*, sorry - i wanted to write "the same interface", not the same engine. And my remark that is was some kind of remake wasn't serious, of course this was a sequel. The author ripped the graphics and put them in AGS with a new story and about 2 or 3 new places (I remember Berlin - because I lived there when I played it. ;) ) which did not fit in the style of the original.

anyway good luck and "gnik sisi vle" ! :D

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