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
46
Game announcements / An Alchemist Tale
« on: February 20, 2008, 08:59:19 PM »
Hello,everybody! I've almost finished the first chapter of my first game,called "An Alchemist Tale" and I wanted to post some image in this forum,since I'm using Wintermute.
Tell me what do you think about them!

http://img256.imageshack.us/my.php?image=04jx1.png
http://img256.imageshack.us/img256/8998/05bc0.png
http://img146.imageshack.us/img146/1372/06ta9.png
http://img175.imageshack.us/img175/4307/07fh0.png
http://img171.imageshack.us/img171/1995/01vb7.png

47
Technical forum / Re: Entity For a certain time
« on: February 03, 2008, 11:51:22 AM »
I can't use Detachscript,but the sleep method works fine!Thanx...

48
Technical forum / Entity For a certain time
« on: February 02, 2008, 12:31:59 PM »
Is there a way to activate an entity for a few seconds?I want the actor to operate on an entity.After this action,I want an another entity to activate in the scenery,but only for a few seconds...can i make it someway?

49
Technical forum / Re: A way to close a dialogue
« on: October 28, 2007, 02:34:45 PM »
I tried,but it doesn't work...anyway,I solved it in a different way...thanks...

50
Technical forum / A way to close a dialogue
« on: October 26, 2007, 07:49:52 PM »
I know that this is stupid,but...
I've got this entity...during the third branch of the dialogue,the game must change scene and the entity must disappear.I wrote something like this:

Code: [Select]
             this.PlayAnim("entities/matricole/sprites/join2.sprite");
             var EntMatricole = Scene.GetNode("matricole");
             EntMatricole.Active = false;
             Game.ChangeScene("scenes\ingresso2\ingresso2.scene");
             Loop3 = false;

Everything works fine.The entity disappear and the game change scene.The problem is that the dialogue doesn't close...Since I'm in the third branch,with the command
Loop3 = false;
I'm only telling the program to close the third branch of the dialogue,non the entire dialogue,that remains opened...How can I solve this?Is there a command to close the entire dialogue or do I have to try something else?

51
Technical forum / Re: FadeOut while animation & Special talk for entities
« on: October 03, 2007, 07:37:55 PM »
Thank You,Mnemonic...sometime solution is so simple...but I don't have so much time to dedicate to this,since I spend almost all day at university...it works great now.Thank you again.

52
Technical forum / Re: FadeOut while animation & Special talk for entities
« on: October 03, 2007, 12:54:10 PM »
Thanks for both things...only that...I've got a strange problem with the talk stances...I wrote this:


Code: [Select]
Quarto_ingresso.Talk("Guarda guarda chi si vede...ragazzi,sbaglio o quello e' proprio quel topastro di Etan?");
actor.GoTo(263, 486);
  actor.Talk("Il mio nome e' Ewan",null,null,"arrabbiato");
  actor.Talk("Sacco di gelatina!",null,null,"arrabbiato");
 Quarto_ingresso.Talk("Non uso gelatina,i miei capelli sono perfetti al naturale!",null,null,"talk2");

So my entity should use talk2 for the second line it says...but instead it use talk2 for the first line ("guarda,guarda chi si vede..") and normal talk stance for line 2("non uso gelatina...")!I don't understand the reason for this thing..

53
Technical forum / FadeOut while animation & Special talk for entities
« on: October 02, 2007, 09:05:11 AM »
Hi,everybody...
Well,i've got this scene...it's a non-interactive scene,and in the end of it an entity must play an animation.I would like the game to FadeOut WHILE the entity is playing this animation,not after...can I make it somehow?
Another question..Can entities have special talk stances too?I didn't find anything on wme docs...a special talk function for entities would be great...

54
Technical forum / Re: Bitmap Font Builder - Hot to use it?
« on: September 21, 2007, 06:59:17 PM »
Ok,I will...Thanks!!

55
Technical forum / Re: Bitmap Font Builder - Hot to use it?
« on: September 21, 2007, 06:52:41 PM »
NVIDIA geforce FX 5200....is there a way to solve this?In the end,wintermute works great...but i'm tired of that error!I don't want it no more!

56
Technical forum / Re: Bitmap Font Builder - Hot to use it?
« on: September 21, 2007, 06:32:55 PM »
Ehm....That was pretty simple....
Thanks a lot,Mnemonic...now everything looks great,in the game!I've got only a graphic problem....when I use wintermute,it keeps on giving me this error message,and I don't know what to do...if you can answer me here,it would be great...the message is:
"Error initializing accelerated renderer.Sticking back to software..."
What does it mean??Do I have to be worried?

57
Technical forum / Bitmap Font Builder - Hot to use it?
« on: September 21, 2007, 05:52:39 PM »
Hi,everybody...
I'm creating a cartoon-style game,so the default font of Wme isn't so appropriate...I was trying to use this program,bitmap font builder,but i can't create my own font...
I mean...with this prog I create a bmp using Comic Sans MS font,but the problem is that i don't know how to define the parameters in the font script...can somebody explain it to me,please?
My bmp is 256 x 256...the default font script is like this:

FONT
{
  IMAGE = "fonts\outline_white.bmp"
  TRANSPARENT = 255,0,255
  COLUMNS = 32
  TILE_WIDTH = 12
  TILE_HEIGHT = 15
  AUTO_WIDTH = TRUE
}


How's my font script should look like?
Or else,where can I find some fonts for wme?

58
Technical forum / Re: Walking on water
« on: March 24, 2007, 03:15:41 PM »
Here you are..thanks to bot of you!

59
Technical forum / Re: Walking on water
« on: March 24, 2007, 03:14:07 PM »
It's perfect!I didn't know ActorEntry and ActorLeave!With this two commands you solved also two other problems of mine!
Thank you very much,if you ever come to Rome,I'll pay you a beer ::beer !
P.S.It's been a while since i visisited this forum..where's Mnemonic?

60
Technical forum / Walking on water
« on: March 24, 2007, 02:45:17 PM »
Hi...i go straight to the point...
In my scene there's a puddle.When the main character walks above it,the puddle should animate.I think i should create a new region,and when the character reaches that region the puddle should animate..something like that...but i'm not quite sure of the way i have to do that,or how the region script should look like...
If somebody could help,I'd be very very grateful!

Pages: 1 2 3 [4] 5

Page created in 0.036 seconds with 19 queries.