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Topics - ShadowBB

Pages: [1]
1
Game design / making stupid combination's with items.
« on: February 03, 2005, 02:22:25 AM »
Use the pencil on the dead cat....

I have spend the last 18 hours of my life  :o :P :-X coding responses for EVERY combination in my game so far.

Now my question to you. Was it worth it? Are there players stupid/crazy/people with to many time on there hands/etc. out there who are going to try them all out just to hear the (mostly) funny responses of the main charracter? And whould you do it for your game?

Tip for doing this the fast way:
Make a Template code where you code like this:

Code: [Select]
#include "scripts\base.inc"
////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  actor.Talk("");
}

////////////////////////////////////////////////////////////////////////////////
on "Take"
{
  Game.SelectedItem = "item";
}
////////////////////////////////////////////////////////////////////////////////
on "Talk"
{
  actor.Talk("");
}
/////////////////////////////////////////////////////////////////////////////////
on "itemA"
{
  actor.Talk("");
}
////////////////////////////////////////////////////////////////////////////////
on "itemB"
{
  actor.Talk("");
}
ETC ETC ETC.
Put it in every item and every interactive object in the game and build the rest of the code around it. This way you are sure you won't forget anything.

2
Technical forum / music crossfader
« on: February 03, 2005, 02:03:50 AM »
Somehow My music crossfader is not working.
The music plays fine but it's not crossfading when I go to the next scene.

Scene one:

Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene

// setup actor's initial position depending on where he came from
actor.Active = true;

if(Game.PrevScene=="bieb")
{
  actor.SkipTo(966, 433);
  actor.Direction = DI_DOWN;
  Scene.SkipTo(actor.X, actor.Y);
  Game.PlayMusicChannel(1, "muziek\markt.wav", true);
  Game.MusicCrossfade(0, 1, 10000);
}
else
{
if(Game.PrevScene=="bos2")
{
  actor.SkipTo(1375, 960);
  actor.Direction = DI_LEFT;
  Scene.SkipTo(actor.X, actor.Y);
  Game.PlayMusicChannel(1, "muziek\markt.wav", true);
  Game.MusicCrossfade(0, 1, 10000);
}
else
{
if(Game.PrevScene=="kerk")
{
  actor.SkipTo(430, 282);
  actor.Direction = DI_DOWN;
  Scene.SkipTo(actor.X, actor.Y);
  Game.PlayMusicChannel(1, "muziek\markt.wav", true);
  Game.MusicCrossfade(0, 1, 10000);
}
else
{
  Game.Interactive = false;
  Game.PlayMusicChannel(1, "muziek\markt.wav", true);
  Game.MusicCrossfade(0, 1, 10000);
  actor.SkipTo(914, 833);
  actor.Direction = DI_DOWNLEFT;
  Sleep (2000);
  actor.Talk("Bla bla");
  Game.Interactive = true;
}
}
}



////////////////////////////////////////////////////////////////////////////////
// scene state
global Stateplein;


// default values
if(Stateplein==null)
{
  Stateplein.Visited = false;
  // add scene states here
}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables



////////////////////////////////////////////////////////////////////////////////
if(!Stateplein.Visited)
{
  Stateplein.Visited = true;

  // this is our first visit in this scene...
}


bieb scene:
Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene

actor.SkipTo(1123, 562);
actor.Direction = DI_DOWNLEFT;
Scene.SkipTo(actor.X, actor.Y);
actor.Active = true;
Game.PlayMusicChannel(1, "muziek\bibliotheek.wav", true);
Game.MusicCrossfade(0, 1, 10000);


////////////////////////////////////////////////////////////////////////////////
// scene state
global Statebieb;


// default values
if(Statebieb==null)
{
  Statebieb.Visited = false;
  // add scene states here
}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables



////////////////////////////////////////////////////////////////////////////////
if(!Statebieb.Visited)
{
  Statebieb.Visited = true;

  // this is our first visit in this scene...
}


So when I go to the "bieb" scene It should crossfade the markt.wav into the bibliotheek.wav right?

And the 10 second fade is just for the test so I am sure I will notice the differents.

Thanx in advance,

Brain.

3
Technical forum / Loading.
« on: February 01, 2005, 04:19:47 PM »
When you load a game (or save a game) there is a red loading sprite in the bottem of the screen.
Is there a way to adjust that?

thanx.

Brain

4
Feature requests, suggestions / BUGS, lets all help kill them.
« on: January 28, 2005, 02:53:28 PM »
I found 2 bugs in wintermude engine.

One happens in the scene edit. When you open a sprite and copy and paste something in this browser, scene edit will crash.

The next one is in sprite edit. When you change the delay for example. He dos not remembers this when you don't go to the next field with your cursor.

Hope this helps.

Brain :)

5
Technical forum / Hiding the inventory
« on: January 26, 2005, 05:54:41 PM »
How do I disable the inventory? (In the intro story I don't want the inventory to show when you move your mouse to the top of the screen for example)

Thanx in advance :)

6
Technical forum / NPC walking while PC acting
« on: January 23, 2005, 04:51:38 PM »
Hi people, first time caller :P

I have made some code for a dwarf that wants to build a bridge and then walk across. But the PC must be able to act when he is walking across the bridge (to sabotage it  >:D)

I have this allready but it dosn't seem to move the dwarf:

Code: [Select]
on "bridge"
{
  Game.Interactive = false;
  Game.DropItem("bridge");
  GoToDwarf();
  actor.Talk("Here, you could use this as a bridge.");
  this.Talk("Dwarf 1: Hey, your right, thanks kid, come on guys lets build this bridge.");
  global bridge = Scene.LoadEntity("entity\bridge\bridge.entity");
  bridge.SkipTo(500, 300);
  Game.Interactive = true;
  for(var i=0; i<120; i=i+1);
  {
    this.SkipTo (this.x+1, 300);
    Sleep (20);
  }


}

The dwarf skips to the left of the screen in the blink of an eye. Could somebody tell me what I am doing wrong? thanx.

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