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Topics - Catacomber

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16
Technical forum / Quest log
« on: May 03, 2009, 04:10:23 AM »
I have a Quest log in our game--it's there in very lengthy, code-demanding format -- there has to be a simpler way--does anyone have any ideas on how to implement this in the simplest way?

Our game is very heavy on quests.  You meet someone--they give you a task.  The quest shows up as something to be done.

You finish the task.  The quest shows up as finished.

My way of doing this takes up a lot of code as mentioned.  I use a global when the quest is given, if global is true a box is checked.  When it's finished, another box is checked.  As the game is already very large, I'd like to cut this down to its simplest format.

Or should an adventure game not have an in-game quest log?  Is pen and pencil better?   

This is an example of the code for a quest showing up.  Qu3 is just a description of the quest.  Q3T is whether the box that you get the quest is checked.  Q3F is the box that shows whether you have finished the quest:

Code: WME Script
  1. global girdle;
  2. if(girdle == null)
  3. {
  4. Qu3.Visible = false;
  5. Q3T.Visible = false;
  6. Q3F.Visible = false;
  7. }
  8.  
  9. if(girdle == 1)
  10. {
  11. Qu3.Visible = true;
  12. Q3T.Visible = true;
  13. Q3F.Visible = false;
  14. }
  15.  
  16. if(girdle == 2)
  17. {
  18. Qu3.Visible = true;
  19. Q3T.Visible = false;
  20. Q3F.Visible = true;
  21. }
  22.  

And lastly but most importantly, I'd like the quest log to be filled up as the player encounters a quest, so that whether it's quest 1 or quest 15, the encountered quest shows up in the log as the first one.  So far I've not been able to figure out how to do this.  I'm sure it means an array of some kind but I am not that savvy re arrays.  I need a little push in the right direction. 

17
Technical forum / Overlays
« on: April 12, 2009, 05:21:13 AM »
Can one overlay trigger another without any problem or crashing? In other words, in the main scene, you touch something that triggers an overlay.  Can you then, without any problem, touch something in the overlay that will trigger another overlay to appear?  I would try it but would like to make sure first that it won't cause any instability in the game. 

18
Technical forum / Player "draw" with the mouse
« on: April 05, 2009, 03:34:21 PM »
I'd like to have the player be able to draw a small pattern like a circle on the screen with the mouse.  For example, could have a "on LeftClick" at a certain point, check the global, then check that mouse is released at a certain point? check another global, etc?  Not sure how to go about this.  I did a search and couldn't come up with anything really helpful.  Thanks for any help.  :)

19
Game announcements / Wizard's Ashes
« on: March 29, 2009, 04:23:53 AM »
We are developing this as a straight adventure game.  You play as Ingrid Victoria Root, a ranked demon slayer, held captive by a tyrannical king who sees a way to use your powers to banish some demons who threaten his family.  Your chances of success are good and you make good advantage of your freedom.  In fact, you might even be able to overthrow the old tyrant as you are a cunning, intuitive girl.  You like to help people and they can be grateful in return. You can even converse with friendly animals who might help you (or hinder you) as you were granted that gift by one of your demon conquests. There are over 62 levels with many quests and many puzzles that are built into the game. 

We have new graphics and will have a new demo soon.  Say hello to Ingrid.  If you play the game, you have to love her as you'll be seeing a lot of her.  :  )  She's a dark, beautiful cat.  :  )


20
Technical forum / Limits
« on: March 12, 2009, 03:35:41 AM »
Are there any limits on the amount of:

Graphics files in the game
Graphics files in one scene
Text
Globals in the game
Music files in the game, including file size of oggs--that is, can you have too many oggs in the game or too much ogg mb in the game
Items in the game--items file is getting very, very big   !

Anything else I should worry about size of  :  )

I'm just gnawing my fingers because I've had some problems with these in other game engines.  Haven't encountered any problems here yet but don't want to build a big file and then not be able to get into it.  : )

WME is very stable so far but want to make sure I can't push it over the limit somehow and what those limits are (if there are any).  : )

21
Technical forum / Music Plays Too Long
« on: March 11, 2009, 10:37:25 PM »
I have one music file for a few scenes but when you change to a new location in the world, a new music file should play.

Sometimes the old one just keeps going and the new one doesn't kick in.  Is music an object that can be unloaded?  Or is it just stop, pause, get whether it's playing and stop it if it's playing?  This is driving me nuts.  :  ) It mostly happens when you've been in a scene for only a few minutes and decide to hop to a new area in another section of the world.  The code is so simple I could post it but I don't think that would help. 

My music files are a little large--don't know if that has a bearing on this.  I will find a walkaround but I'd like to understand what's happening.  :  )

Thanks for any help. 

22
Technical forum / Quit Button
« on: March 05, 2009, 05:07:33 PM »
Because of request I have the Quit button give you a choice to either Quit or Return to Main Menu.  It looks like this:

Do you want to quit or return to main menu?

Quit      Main Menu

Quit button works fine---Main Menu button does too BUT

The mainmenu window remains open when you get back to the Menu screen and of course the Menu screen has its own options of what to do.

Is there a way to close it without causing any problems?

Relevant script--MM is the new Main Menu button
yes is the Quit button--I just changed the text to say Quit instead of Yes---didn't change the name of the button

Code: WME Script
  1. #include "scripts\base.inc"
  2. #include "scripts\keys.inc"
  3.  
  4. this.xResult = false;
  5.  
  6.  
  7. ////////////////////////////////////////////////////////////////////////////////
  8. on "close"
  9. {
  10.   this.Close();
  11. }
  12.  
  13.  
  14. ////////////////////////////////////////////////////////////////////////////////
  15. on "yes"
  16. {
  17.   this.xResult = true;
  18.   this.Close();
  19. }
  20.  
  21.  
  22. on "MM"
  23. {
  24. Game.ChangeScene("scenes\Menu\Menu.scene")
  25. hud.Visible = false;
  26. this.Close();
  27. }
  28.  
  29.  

Am I messing with fireworks by changing a system object's code?

Any help is appreciated.


23
Technical forum / Make icon file for game
« on: March 04, 2009, 06:38:27 PM »
I've made an ico file for the game and put it in a scene to link to using Project Settings.  But when I click on Project Settings and try to put it in there, no icon file shows up.  Using Windows XP.  Do I have to put it in a system file?  Is it not possible?

If I do get it to work, do I have to check the box underneath "Bind to Packages"?

Any help is appreciated.

24
Technical forum / First Visit to Scene
« on: February 24, 2009, 07:07:47 PM »
This may sound pretty basic but am having a problem with setting a text value to a certain number on the first visit to a scene.  For some reason, it doesn't work if I put it in the scene.ini script here:

Code: WME Script
  1. if(!StateVacation_House.Visited)
  2. {
  3.   hud.AddItem(5);//a method
  4.   StateVacation_House.Visited = true;
  5.   // this is our first visit in this scene...
  6. }
  7.  


The method works--it's just a questin of where to put it on the first visit to the scene. 

As always, any help is appreciated.

25
Technical forum / Optimize file size
« on: February 22, 2009, 04:37:10 AM »
I have 15 scenes in and the file size is 188 mb.  This seems like a lot to me.  Any suggestions on cutting the file size down?  Have not promoted anything to packages yet.  Will that cut the file size down?   Any help is appreciated.  I'm using pngs for graphic images. 

26
Technical forum / Inventory items
« on: February 17, 2009, 05:54:27 AM »
I would like to use an inventory item picked up in one scene on an inventory item picked up in another scene or delete an inventory item picked up in one scene in another scene.  I seem to be having problems.  Is it necessary to use some global?

Is there a difference between actor.TakeItem and Game.TakeItem?

I'm using actor.TakeItem("nameofitem");

Also, when you use the inventory picked up in one scene on an item picked up in another scene, the item picked up should disappear but the original item should not.

Am having the game freeze when I do this.  Any help is appreciated.

27
Technical forum / Time doesn't run out
« on: February 15, 2009, 06:09:33 AM »
I have a timed scene which works fine as long as you finish before the time doesn't run out.  The problem is that the time just doesn't run out--the timer doesn't work.

Code: WME Script
  1. var timer=6;
  2. timer = timer -1
  3. {
  4.   if(!(timer == 0))
  5. {
  6.         Game.Msg("Countdown: " + timer);
  7.         Sleep(1000);
  8. }
  9. else
  10. {
  11.   if(timer == 0)
  12. {
  13.           Sleep(50);
  14.           Game.ChangeScene("scenes\Vacation_House\Vacation_House.scene");
  15. }
  16. }
  17. }
  18.  

I don't get any script error but the scene doesn't change when the time runs down.


28
Technical forum / Getting a switch sprite to switch frames
« on: February 15, 2009, 04:16:42 AM »
I have a switch sprite with two frames -- the first is switch down--the second is switch up.

The code on the switch is:

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. on "LeftClick"
  4.  
  5. {
  6. Switch=this.GetSpriteObject();
  7.  
  8.   if (Switch.CurrentFrame==1) 
  9.     Switch.CurrentFrame=0;
  10.   else
  11.     Switch.CurrentFrame=0;
  12. }
  13.  

It doesn't work.

It's not looping or continuous or pixel precise and I don't use the play animation command. 

Any help is appreciated.  :  )

var Switch doesn't work either--

29
Technical forum / Fighting question : ) )
« on: February 12, 2009, 04:58:03 AM »
I have scenes where you fight a monster.  The script to fight the monster is below.  But it occurs to me that the player might stop fighting the monster---that is stop pressing the spell button.

Now I don't know any self-respecting monster who wouldn't take advantage of that to deliver a big WHAMMO to the player.

But how do you code the player getting reduced health when player doesn't do anything?

Can't be on left click, can't be on spells, player isn't doing anything at all.  Ball is in monster's court.

Code: WME Script
  1. on "spells"
  2.   {
  3.     var k = Scene.GetNode("Kaboom");
  4.     health = hud.GetControl("health");
  5.     ehealth = hud.GetControl("ehealth");
  6.     CBeans = hud.GetControl("CBeans");
  7.       if(!(ehealth.Text == 0) && !(CBeans.Text == 0))
  8.       {
  9.         k.Active = true;
  10.         k.Visible = true;
  11.         Game.PauseMusic+site:docs.dead-code.org/wme/generated&hl=en&lr=&as_qdr=all&filter=0">PauseMusic();       
  12.         this.PlaySound("Music\Explode.ogg");
  13.         hud.SubtractHealth(5);
  14.         hud.SubtractEH(10);
  15.         hud.SubtractMana(1);
  16.         Sleep(200);
  17.         k.Active = false;
  18.         k.Visible = false;
  19.       }
  20. else
  21.       {
  22.         ehealth = hud.GetControl("ehealth");
  23.         CBeans = hud.GetControl("CBeans");
  24.           if(!(ehealth.Text == 0) && (CBeans.Text == 0))
  25.      {
  26.         var x = hud.GetControl("loc");
  27.         x.Text = "Better drink some coffee.  Your caffeine level is 0.";
  28.      }
  29. else
  30.     {
  31.     eh = hud.GetControl("eh");
  32.     ehealth = hud.GetControl("ehealth");
  33.     CBeans = hud.GetControl("CBeans");
  34.       if((ehealth.Text == 0) && !(CBeans.Text == 0))
  35.         {
  36.           var Ent = Scene.GetNode("Ent");
  37.           Ent.Active = false;
  38.           Ent.Visible = false;
  39.           Game.UnloadObject("Ent");
  40.           eh.Visible = false;
  41.           ehealth.Visible = false;
  42.           Game.ResumeMusic();
  43.        }
  44.        }
  45.        }
  46.        }
  47.  

I'm not terribly hung up on this as our game has a lot going on other than fighting and our monsters could all be wimps (I have a pet python who is a total wimp, to some he might be considered a monster), but the question entered my mind.  ;  )))   

30
Technical forum / Testing causing hair loss : )
« on: February 10, 2009, 05:05:36 PM »
We are starting to test our new game, Wizard's Ashes, still in its infancy but coming along---and if a tester saves the new version over the old version and tries to use an old save file, or just tries to use an old save file after deleting the old version, he gets errors from the old version coming up and problems.

The file at some point is going to be very large.  To avoid testers' hair loss, can we reuse an old save file if someone wants to and not have errors (asuming new version has no errors--I don't send out a file with script errors-- but I do send it out with significant changes to old screens where someone has already been -- sometimes.

I don't mind starting over each time and I have to do it but I have one tester for whom this is a problem and he's a very good tester and a significant part of our team -- don't want to lose him.  :  )

Thanks for any help.  Of course, if it's not possible, it's not possible.

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