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Topics - fabiobasile

Pages: [1] 2
1
Technical forum / my first 3D actor
« on: May 27, 2008, 07:03:03 AM »
here is the deal: i have created a character and spent all day long creating animations routines for it until i got 9 loops divided as follows:

(frames range     action)
 
1-39                  stand
40-139               walk
140-189             run
190-260             pickup
268-309             punch
309-338             opendoor
350-356             sit
358-370             get up
383-410             type

The X file is flawless, i opened it in both Deep Explorations and the default X viewer. Also i have exported a basic 3ds object, a flat road with some sidewalks and decided i would try to load everything in WME.

I created a new game, i called it "Alien". I deleted Molly's folder and created a new 3D actor (Trinity). I changed Trinity's name into Alien and replaced the geometry. I changed also the reference name of the actor and changed into LoadActor3D. In the main (and still only room) i clicked on the 3D tab and added the 3DS object, which didn't show in the window, nor the actor.
In the actor definition act3D file i changed it to reflect the following:


Code: [Select]
ACTOR3DX
{
  NAME = "Alien"
  CAPTION = ""
  INTERACTIVE = TRUE
  ACTIVE = TRUE
  SCRIPT = "actors\Alien\Alien.script"
  SHADOW_IMAGE = ""
  SHADOW_SIZE = 12.0
  LIGHT_POSITION { -40, 200, -40 }
  SIMPLE_SHADOW = FALSE
;  SHADOW_COLOR { 0, 0, 0, 128 }
  SCALE = 180



  ;--- velocity
  VELOCITY = 70.0
  ANGULAR_VELOCITY = 400.0

  ;--- external data
  MODEL = "actors\Alien\Alien.x"
  FONT = "fonts\outline_white.font"
  ;CURSOR = ...

  ANIMATION
  {
    NAME="idle"
    LOOPING=TRUE

    EVENT
    {
      FRAME = 1
    }

    EVENT
    {
      FRAME = 39
    }
  }

  ANIMATION
  {
    NAME="hold"
    LOOPING=TRUE

    EVENT
    {
      FRAME = 309
    }

    EVENT
    {
      FRAME = 338
    }
  }

  ANIMATION
  {
    NAME="walk"
    LOOPING=TRUE

    EVENT
    {
      FRAME = 1
      NAME = "footstep"
    }

    EVENT
    {
      FRAME = 139
      NAME = "footstep"
    }
  }

}


When i run the game i can see the 3D actor on top of the default background image. There is no trace of the 3DS object. My actor also won't move at all. In the debug window i have the following:

Quote
11:00:22 PM:  Maximum texture size: 4096x4096
11:00:22 PM:  Engine initialized in 359 ms
11:00:22 PM: 
11:00:22 PM:  Missing image: ''
11:00:24 PM:  Error: Animation 'idle' cannot be found in the model.
11:00:24 PM:  Error: Animation 'hold' cannot be found in the model.
11:00:24 PM:  Error: Animation 'walk' cannot be found in the model.
11:00:24 PM:  WARNING: Referencing absolute path 'e:\all projects\project template\template\3ds\roadmap.geometry'. The game will NOT work on another computer.
11:00:24 PM:  WARNING: Referencing absolute path 'e:\all projects\project template\template\3ds\roadmap.3ds'. The game will NOT work on another computer.

The way i see it there is a bunch of stuff i definitely neglected to do, but i have been out of the loop for a long time so i might need to refresh my memory... any help?

2
I have put together this whole bunch of sprites representing, isometrically, walls and props from every direction. The great thing is that i can play with them pretty much like with Lego blocks, creatting all sorts of buildings and scenes the same way as a conventional "game level editor", the only problem is that in the end i have a LOT of pieces in the scene and this becomes a problem when i want to set the walk-behind regions and collision regions...

I thought that perhaps if there was a way to set up "local" regions directly on the sprites (for example in the code contained in the .scene file) i could just lay the pieces in the scene and then open the file in the notepad and do the same thing i did with "portable" collision regions with the actor and NPCs. Before i go ahead and do it is there actually a better way to handle this?

3
Technical forum / this money thing... (just a minor glitch)
« on: September 14, 2006, 11:28:25 PM »
i get a script runtime error while loading the room, when i check the wme.log i get the following error:

Quote
15:26: Runtime error. Script 'scripts\game.script', line 21
15:26:   Cannot remove item 'money' from inventory

everything works thou, why do i get this error?

4
Technical forum / another question on money: negative money count problem
« on: September 11, 2006, 11:05:04 PM »
i am almost positive that i'm going to need an IF statement in the money script, but i'm not really sure how to put it together...

So for the sake of clarity here is what i added to my guard1.script in order to accept a "bribe":

Code: [Select]
on "money"
{
  actor.GoTo(Scene.MouseX, Scene.MouseY);
  actor.TurnTo(this);
  this.TurnTo(actor);
  this.Talk("I don't know what you expect out of giving me this money but thanks.");
  Game.AddMoney(-100);
}

this works in a way that the 100 dollars get subtracted whenever i pick up the money from the inventory and click them on the guard1 actor/entity

What i want to achieve is a piece of code that makes the money item disappear from the inventory as the money counter reaches zero. Obviously any amount being subtracted that leads to a negative number should end the transaction with no results and perhaps with a message like "You don't have enough money".

5
Technical forum / different approach with money
« on: September 09, 2006, 07:51:50 PM »
i am thinking of approaching the money thing differently

Is there a way to just pick up the money item off the ground, making it disappear and just have the amount of money picked up displayed somewhere without the money item showing anymore?

6
Technical forum / NPC and actor get stuck after talking
« on: August 30, 2006, 12:18:38 AM »
for the sake of clarity i thought better to put this in a new post, although it is somehow connected to my other thread "actors as NPC's".

Here is what happens: my actor walks towards a gate where i positioned a trigger region, as he "on enter"'s the region, the big bad nasty guard walks up to the actor with a shotgun and says "YOU DUN WANNA GO THERE BUDDY".

At that point the guard and the actor get both stuck and can't move anymore, not even if i click on something else like taking the money...

here is the code of the warning zone:

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

global NPC;
global guard1;
////////////////////////////////////////////////////////////////////////////////
on "ActorEntry"
{
  actor.Talk("...whistles...*");
  guard1.TurnTo(actor);
  guard1.GoTo(actor.X,actor.Y);
  guard1.Talk("YOU DON'T WANNA GO THAT WAY, PAL");
  guard1.GoTo(1100,600); //i had to put this line in because it's the only way to break the loop and avoid the NPC and the actor to get stuck
}

Also:

Another problem is that i positioned a death zone too, beyond the warning zone, and if the actor approaches it he gets shot and dies and i get back to the splash screen where i can start over. When the actor gets shot he uses a PlayAnim to display the sprite sequence of him dropping dead to the ground. When the game returns to the menu screen and i start another game i see that the sprite of the dead actor is still there where it dropped the last time!

Mind you i did not use the options to remember positions of anything in the scene editor, so i don't know why the sprite remains where it is even once i start a new game.

here is the code for the death zone:

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

global towerguard1;
global towerguard2;
global guard1;
////////////////////////////////////////////////////////////////////////////////
on "ActorEntry"
{
  actor.Talk("CATCH ME IF YOU CAN, LOSERS!!!");
  guard1.Talk("HE'S MAKING A RUN FOR IT!! SHOOT TO KILL!!");
  towerguard1.Talk("You are so gonna die!");
  towerguard1.PlayAnim("entities\towerguard\shotul.sprite");
  towerguard2.Talk("You asked for it, mutant!!");
  towerguard2.PlayAnim("entities\towerguard\shotul.sprite");
  actor.Talk("AAARGH!!");
  actor.ForceStandAnim("actors/player/dead/dead.sprite");
 
  Game.ChangeScene("scenes\splash\splash.scene");
}


7
Technical forum / actors as NPC's
« on: August 21, 2006, 04:08:22 AM »
I have read a few threads around here on actors used as NPC entities and was wondering how can i accomplish that.

In my game my character is being detained in a prison and my idea is that of having a few guards patrolling the area (walking randomly around) and a few inmates who also walk up and down the place. Of course since they would be walking around randomly i feel i am bound to using actors as NPC's. I had a look at the manual and there is indeed mention of instances in which it is possible to use actors as NPC's but i could not find any tutoriial or anything that would explain how to do it...

Also should i be able to do that, is there a way not to make the NPC's walk through each other?

Thank you and btw, WINTERMUTE ROCKS!!! ::rock

P.S.

Mnemonic you are truly a king among men!  ::rock

8
Game announcements / Hey i'm finally getting the hang of this thing!! :D
« on: August 21, 2006, 03:59:14 AM »
Well i pretty much started from zero and finally here is the first working test room for "Shelter"!!

Still have to figure out how to add actor NPC's and another few million things but oh well... i feel somehow more confident that one day i'll see this project completed!  ;D

http://fabio.basile.googlepages.com/shelter.rar

Sorry the download might still be slow, i'm working on opening my own website in which all my projects (including game projects) will be hosted.


9
Technical forum / Artificial Intelligence?
« on: August 19, 2006, 11:13:48 PM »
Is there a way so simulate a VERY basic type of A.I. conversation with an NPC? I think it's possible to have the NPC spit out random responses, but i wonder if there is a way to have the NPC respond to certain questions in certain ways so as to make the interaction a little more realistic.

In my game for example i would like to have my character doing random conversation with NPC's, until i manage to have the NPC pronounce a certain word or phrase and that would trigger an event.

For example:

Me: how's it going Granpa?

NPC: I'm good

Me: So... can i have some money?

NPC: Oh my... NO!

Me: pleeeeeease....

NPC: Stop pestering me

Me: pleeeeeease....

NPC: Stop pestering me

Me: Can i have your fake teeth?

NPC: Ok here you go but don't run with them!!

(At this point granpa's teeth appear in the inventory)


Ok i am not going to actually have my character sway an old man out of his fake teeth,  ::) that's gross. Really i swear. >:D

I really hope there is a way to implement something like that in my game, it would be the greatest thing! :)

10
Technical forum / money counter
« on: August 18, 2006, 04:12:43 PM »
i know, this has been answered before but i was hoping in a more thorough explanation on how to have items like money or other countable things that i could have my character pick up along the way...

11
Game announcements / Preliminary stage
« on: August 18, 2006, 03:10:19 PM »
This is a preliminary test for the starting location of my game, feedback appreciated!  ;D

http://fabio.basile.googlepages.com/shelter.rar

12
Technical forum / SkipTo...where?
« on: August 17, 2006, 09:15:22 PM »
I'm a bit puzzled about this all "SkipTo" business:

My initial scene is a 2000x1399 map encased into an 800x600 res screen.

I want my initial scene to start immediately with the viewport focused on the main actor which is located approximately at pixel 450x300 in a 800x600 view, instead of opening the scene with the view slowly moving towards the actor.

I had a look in the docs and in the forum but i couldn't really find anything helpful. I thought the SkipTo method would work but apparently it doesn't. It just locks the scrolling and doesn't even allow me to move the player.

I placed
Code: [Select]
{
 scene.SkipTo(actor);
}
in the scene_init.script of my start up scene but i am not totally sure that's where i'm supposed to place it.

13
Game design / Shelter - Second Holocaust
« on: August 17, 2006, 06:50:48 PM »
It has been a riot, let me tell ya!!

Finally i got some time to continue working on my game!

let's see... let's see... brand new graphics! A character that is actually not Godzilla-huge, reasonably optimized backgrounds and objects.... and a half decent plot! (at least my wife says it very nice).

Still in a post-apocalyptic era but set into a future wreacked and destroyed mainly by racial tension and a biological hazard created by a doctor and scientist descendant of one of the most cruel figures of the Nazi era.

Our hero starts as a young man who lived his life since childhood in some sort of concentration facility and.... well if i manage to finish the game you'll see! lol

this is the basic terrain for the starting scene, very simple for now until i'll start adding all the buildings and facilities



This is the splash screen, mostly unchanged



This is the screen that pops up before actually starting the game so as to brief the player with a bit of the story



and this is the preliminary view of the starting scene with the character. I know... the shadow of the gate is screwed up but i'll fix it, for now i am just focusing on the little technicalities before getting down and dirty, lol


14
Won't implement / Fallout style sprite transparency
« on: April 27, 2006, 09:04:50 AM »
I had a quick look at the wishlist and i had the feeling that no one yet suggested this but anyway if somebody already did please accept my apologies :)

Here is my suggestion: I think that for those who intend to make a top-view RPG in the style of Fallout it would be a great help to benefit from  some kind of way to apply an alpha mask that would affect with transparency (perhaps using a PNG file supporting alpha) the foreground sprites so as to never again worry about how to manage walls and objects in an isometric scene!

Peace,

             Fabio

15
I'm back!!!

I have survived a colossal system crash but now i am operational again and back to my "Fallout wannabe" project! :)

Anyway... i have this question related to transparency and actually if anyone of you ever played Fallout 1 or 2 that would help even better to understand my issue.

You know how the Vault Dweller, when he walks behind walls and objects makes a "hole" around him so that you can still see him and every other sprite (excluding the background/floor) becomes transparent within that "transparency circle" around him?

That's what i wanna do...

Well i hope it's clear enough, unfortunately my ftp server is down at the moment and i can't apload any screenshots right now :(

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