Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - The Man

Pages: 1 [2] 3 4 5
16
Technical forum / Actor back to default animation
« on: April 11, 2013, 12:13:56 PM »
I know it will sound stupid to most of you, but I've got this problem...

I need my actor to change his idle animation after a certain action and to obtain this I used the code:

Code: [Select]
actor.SetSprite("actors/Lars/ul/defaultposter.sprite");

The problem is I don't know how to go back to normality! If I use this code the actor will ALWAYS use "defaultposter.sprite".
Probably there must be a simple function to obtain what I need, but I can't find it!
Can somebody give me a help?

17
After months of silence, here we are again with a huge update on the game!
Following your suggestions, I worked harder and longer on each and every background adding more shades, details and interactive areas!
In addiction to this, I've been joined by an expert musician who will compose the musics for TBTT and who's already proved her quality to me!

The project slowly grew into something I'd never expected I could achieve and I'm proud to show you the results of these last months' hard work!

First, here's a comparison between the original "garden" background and the improved version:

ORIGINAL GARDEN
http://imageshack.us/a/img580/4074/screen03e.png

IMPROVED GARDEN
http://imageshack.us/a/img22/8757/screen09v.png

And now some new backgrounds never seen before. Hope you like them:

ENTRANCE HALL
http://imageshack.us/a/img809/2403/screen06v.png

CORRIDOR
http://imageshack.us/a/img849/6454/screen07d.png

BEDROOM
http://imageshack.us/a/img651/9656/screen08ng.png

Eventually, here's a little video showing some real gameplay. Forgive me for the bad quality of it, but I couldn't record a full screen video! I'll do better with the next ones!

GAMEPLAY VIDEO
http://www.youtube.com/watch?v=vf8W6S9C6sU

This is it, for now! Let me know what you think of the game, because your feedback is the main reason we're working this hard!

P.S. Obviously, the game will completely be localized in english.

18
Game announcements / Re: To Bury The Truth (A Lazarus Bundy's Adventure)
« on: September 23, 2012, 02:04:35 PM »
Soon enough I will be posting a video of the game while it's running! It will show a finished background when you will be able to see Lazarus' standing and walking animations, plus some characters and their respective animations!

19
Game announcements / Re: To Bury The Truth (A Lazarus Bundy's Adventure)
« on: September 03, 2012, 09:39:19 PM »
Thanks for the comments!
hubertMichael, the backgrounds are a little poor for what concerns the shadows because I'm developing the game totally on my own and the amount of time I need is too much... I needed to shorten the production time somehow, and I decided to use this style... I'd like to work on each background more than I do, but if I do so the game will never see the light! Thanks anyway for the advise!

Anyway, since anarchist asked for the animations of the game, I wanted to share with you two gifs I made in which you can see two basic animations of our main character, Lazarus Bundy in person! Hope you like them!

GRABBING A LOW OBJECT
http://img836.imageshack.us/img836/5601/takedown.gif

WAKING UP
http://img253.imageshack.us/img253/8371/wakeup.gif

20
Technical forum / Re: Horizontal Scrolling
« on: July 27, 2012, 04:16:32 PM »
Ok, I managed to make it!
I wrote a simple code similar to scene.script:

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

////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  Scene.ScrollToAsync(Game.MouseX, Game.MouseY);
  actor.GoTo(Scene.MouseX, Scene.MouseY);
 
}

And I attached it to the scene. Now the scene scrolls depending on the point in which the player clicks. It's even better than the normal scrolling system!
Anyway, Hellraiser, thank you very much for your patience!

21
Technical forum / Re: Horizontal Scrolling
« on: July 27, 2012, 04:08:01 PM »
I tried that, and the scene initially scrolls to reach the actor's position. But then when I walk toward the left of the screen the scene doesn't scroll anymore!

I'd need a script that tells the game to CONTINUOSLY check the actor's position and scroll the scene properly. I would attach this script to the scene and the trick would be done... problem is, I'm not such a good programmer... I'm more into graphic and animation...

22
Technical forum / Re: Horizontal Scrolling
« on: July 27, 2012, 02:30:01 PM »
I don't know, everything is set as you said(I almost rhymed, here!)
Project has a 800x600 resolution and scene has a 1000x600 resolution, but still the scene doesn't scroll.... I don't know, couldn't I write a script that forces the game to follow the actor in this particular scene? And if so, how should it looks like?

23
Game announcements / To Bury The Truth (A Lazarus Bundy's Adventure)
« on: July 26, 2012, 07:02:56 PM »
Hi to everyone! Since I'm using WME to create my latest project, I wanted to introduce it to the community of our favourite engine!
The game will be titled "To Bury The Truth (A Lazarus Bundy's Adventure)", as the subject of the conversation suggested, and it will be an old style 2D point&click adventure!
I won't give details about the plot yet, so just enjoy these first images and tell me what do you think about it!

OFFICE OUTSIDE
http://img560.imageshack.us/img560/1360/screen01sd.png

BUILDING SITE
http://img843.imageshack.us/img843/399/screen02p.png

A CLOSER LOOK TO LARS
http://img708.imageshack.us/img708/4136/screen04t.png

GARDEN
http://img580.imageshack.us/img580/4074/screen03e.png

THE CHALLENGE
http://img163.imageshack.us/img163/8996/screen05z.png

24
Technical forum / Horizontal Scrolling
« on: July 26, 2012, 06:35:42 PM »
Hi, everybody! I've been experiencing a problem with my last scene. I'll explain briefly!
The scene is a 1000x800 scene. What I wanted to achieve was a scene in which the screen would only scroll horizontally. I created then a 800x600 new scene and changed the scene's dimensions to 1000x600(In the "main" field), thinking this would do the trick.
It didn't.

Now, I don't understand where's the mistake! I followed the WME documentation and the procedure looks right... there must be some detail I misunderstood in the process! Can somebody help me figure it out?

25
Technical forum / Window Position over the actor's head
« on: March 18, 2012, 07:42:44 PM »
Sorry for the long title, I thought it would be more specific this way!
I'm using an Icon Based dialogue in my game, and I managed to do that using the guides I found here on the forum. The Window is correctly shown and I have the control over it, but there's something missing for which I could use some help:

The guide I used is great, but it sets the position for my dialogue window(with X and Y coordinates). What I want is the window to be positioned just over the head of my main character.
I searched the forum but couldn't find anything really specific for this question.

I hope somebody can help me! (But generally there's always somebody helpful around here!)

26
Technical forum / Re: RightClick Inventory
« on: March 18, 2012, 07:35:12 PM »
Thanks for the answer AND the advise... in the end I managed to insert The Luggage that follows Rincewind during the game. When You leftclick it, the inventory is shown!
I don't have the ability to allow user to modify the dimension of the inventory box during the game(As   in Discworld 2), but that should do that in any case!

Thank you again!

27
Technical forum / RightClick Inventory
« on: March 10, 2012, 02:01:40 PM »
Hello everybody!
I was trying to create an inventory that appears when you rightclick on the screen. I've been able to do that using this simple piece of code on Game.script:

Code: [Select]
on "RightClick"
{
 
  if (Game.SelectedItem != null){
    Game.SelectedItem = null;
    return;
  }
 
   Game.InventoryVisible=true;
 }

The inventory is closed when you move the mouse outside of it:

Code: [Select]
if(Game.MouseY > 487 || Game.MouseY <120 || Game.MouseX > 635 || Game.MouseX <160 || Game.ResponsesVisible || !Game.Interactive) Game.InventoryVisible = false;
The problem is this: the code works, but the game won't read the RightClick command anywhere else in the game... for example, if I put a RightClick event on an object's script:

Code: [Select]
on "RightClick"
{
  Game.Interactive=false;
  actor.Talk("A voler essere onesti ho un paio di monete di ottone e basta.");
  Game.Interactive=true;
}

The program doesn't do a thing. What I want to achieve is to have the Righclick as default command to examine, but when I rightclick on a point in the screen where there's nothing active, as objects or entities, the inventory is automatically loaded.
How the code should look like?

28
Technical forum / Screen Scroll Problem
« on: August 01, 2008, 11:01:16 AM »
Hi,everybody.I'm working on two different projects  with Wintermute.In the first project I've got no problems at all(at least,for now),since everything seems to work.In the second project I've just encountered a strange problem.I'll try to explain it.I've got this 1000x500 background that I want to use.When I use a background like this in the first project,setting the main dimension of the scene as 1000x600,the scene runs exactly how I want to.If you move from left to right,the scene simply scrolls following the main character.I dont' know if that's clear...the problem with the second project,is that the camera doesn't follow the actor...I use the same procedure,but the camera seems to be frozen,and when you move to the right of the scene nothing happens.The screen doesn't scroll at all...Is this a bug or do I have to set something different?

29
Technical forum / Re: The right sequence will open the door...
« on: April 30, 2008, 01:24:00 PM »
It finally works...thanks everybody...Net,if it wasn't for you,I would be stucked...
What can I say?
Wintermute community Rocks!

30
Technical forum / Re: The right sequence will open the door...
« on: April 30, 2008, 10:16:21 AM »
Ok,that worked,but that was a try....Now I tried to adapt the code to my needs and wrote this:

Code: [Select]
global a;
a = new String(256);
a="";


while(true)
{
 if(a.Length==4 && a=="1212")
    {
  Game.Msg("You did it!");
    }

Sleep(200);
}

while(true)
{
  if(a.Length==4 && a!="1212")
    {
Game.Msg("You failed!");
    }
Sleep(200);
}

I thought this would have worked,instead the right combination works and the game writes "You did it!" but the wrong combinations doesn't do anything...I dont' know,it looks like the program doesn't read "a.Length"...maybe I'm using it in the wrong way... Also,I should add some command in the second "while" branch,that reset my "a" variable,but I dont' know exactly How's this command like...

Pages: 1 [2] 3 4 5

Page created in 0.041 seconds with 19 queries.