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Messages - Diaf

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1
Technical forum / Moving a sprite?
« on: July 22, 2009, 11:32:53 AM »
OK I may be doing this very badly since our game is 3D so we have not looked at sprites and stuff much at all.

We have a character that wants to throw something. So we figured we'd just have a 3D model with a 'throwing' animation and once it plays we'll draw a sprite to screen and then use a loop to movie it across the screen till it gets where it needs to be.

So I made an entity which contains the image of the thrown item, and in the script I have this code:

Code: [Select]

        var thrown = Scene.LoadEntity("entities\item\item.entity");

thrown.SkipTo(4355, 725);
thrown.Visible = true;

while(thrown.X != 4665)
{
thrown.SkipTo((thrown.X + 10), 725);
Sleep(100);
}


Is there a more elegant or better looking way to do this?

2
Technical forum / Temporary Iventory Storage
« on: July 15, 2009, 08:45:15 AM »
Basically what Im trying to do in my game is have a box where you can put a certain item in and depending on what you do get out a modified item or the original  item.

At first I just used Game.DropItem to do this but I noticed that when I do that and go to the area that you originally get the item it has returned there. Then I tried Game.DeleteItem but then the game spits the dummy when I try get the original item back out.

Is there a way you can remove an inventory item from inventory, not have it return to where it comes from and allow you to add the same item again later?

3
Technical forum / Keeping Inventory Window Open for a few seconds
« on: July 08, 2009, 04:00:05 PM »
What I want to do is have it that when you recieve a new inventory item, the inventory window opens for a few seconds and a sound effect plays and then the window closes.

Im doing this now with a pile of change you can find in a couch. Since the change isn't an actual item on screen (you have to look at couch, and our character searches through it before recieving item) I wanted to make it more obvious to the player that something was added to the inventory.

I've got some code now that adds the 'change' item to inventory, then shows the inventory window, plays a rattling change sound effect, sleeps for about 1000 ms and then closes again.

The only thing is that the inventory doesn't seem to take notice of sleep and opens up for a breif flash before closing again.

Any ideas?

4
Technical forum / Shadow Questions *UPDATED*
« on: June 08, 2009, 07:56:02 AM »
Just wondering, we have simple shadows off and it looks good. We just have a few queries.

I assume it works by using the actor model, how to a specify a low poly version just to generate the shadows?

The very top of the actor shadow seems to be cut off in a straight line, what could be causing this?

When an actor is near a wall his shadow seems to go 'into' the wall rather than up it like a real shadow would, I remember reading somewhere on how to do this but I can't find it.


OLD POST: Since the answer was so simple and fast I decided to convert this topic rather than start a new one. "In our game we have a scene with multiple exits, the scene itself is a tad wider than the screen resolution so it scrolls when the actors move from left to right which is OK. The only thing is the default alignment seems to be to the left of the screen. So when the actor is in the room to the right and walks back into the aforementioned scene the camera starts at the left and pans over to the right to focus on the actor standing in the right room doorway. Is there any way to set the default view to the right hand side of a wide screen so it doesn't do that?"

5
Game announcements / Re: Dudez A Plenti presents: The Amazing Inch
« on: June 03, 2009, 05:14:38 PM »
Right now we are making the demo to present at our city's Anime and Games convention (where there will be local media and investors attending ^^) and depending on the interest and support we may finish it and polish it up for a (very cheap) commercial release. The demo will be available for free at the end of July.

6
Game announcements / Dudez A Plenti presents: The Amazing Inch
« on: June 03, 2009, 03:54:19 AM »
Since I have been asking so many questions in the tech forum, I thought I should at least post here to show what it is all the information I have been gathering has been going towards. We will have a full demo available probably towards the end of July but for now enjoy a couple of small screen grabs.







Look forward to it please!

7
Technical forum / Re: loops unloading actors on scene change?
« on: May 31, 2009, 04:07:44 PM »
After some more scripting I found the problem pop up somewhere else when I called the GoTo method of the second actor.

It seems like any method that acts of the location of the second actor causes whatever actor the while loop is in to get removed from running memory.

8
Technical forum / Re: loops unloading actors on scene change?
« on: May 31, 2009, 03:20:42 PM »
The temporary way I have gotten around this is to create a new actor called Loopy with a blank .X file with the scale set to 0 and the infinite loop it its script file. I have loaded it into a variable called LoopyActor.
Whenever the ChangeScene() function is called I call Game.UnloadObject(LoopyActor) so it doesn't get destroyed in the change and then call Game.LoadActor3D("actors/Loopy/Loopy.act3d") in the scene_init script of the new scene.

So far this works, but has to be crazily inefficiant. Hopefully there is a better way than this.

9
Technical forum / loops unloading actors on scene change?
« on: May 31, 2009, 12:15:09 PM »
In the game I am doing has an actor that follows around the main actor Sam and Max style.

I did a search on the forums and found some cool code in which you create an infinite loop in the second actors script in which it checks for a true boolean variable in an overwritten GoTo method in the first actor's script. If it finds it, it sets that boolean value to false, checks if the second actor is already walking and stops it if it is. It finally calls its own GoTo method with the first actor's targetX and targetY as parameters and then sleeps for 100ms.

This was working great as the second actor would move with the first (as opposed to waiting for the first to finish moving before setting off).

But then I added a second scene. Then whenever I changed to that scene (or back again for that matter) the second actor would appear where I SkipTo()ed him but would not follow anymore.

After about an hour pouring over the code to find what I did wrong I noticed that the actor\secondactor was missing from the top left corner of the debugging window. Seemingly when I changed scene the game unloaded the second actor and its scripts. I messed around a bit more and found that taking out the loop kept everything fine.

Is this a bug, is there some condition I should be setting on a loop to keep it safe during scene changes or is there a better way of having a second actor follow the first where I wont encounter this problem?

10
Technical forum / Scrolling and Text Boxes
« on: May 26, 2009, 01:52:22 AM »
Hey all, so far we have overcome our other problems and they game is coming along very well (demo on show very soon, look foward to it please). One thing I am having trouble with is screen scrolling.

Our game is currently running at my monitors native res of 1680 x 1050 and there is a scene where the bg is huge and about twice as long as that. So obviously it has to scroll as you move about the room. The actor has a speed set so it looks natural when he moves but also fast enough that you don't go insane waiting for him to move from one side to the other. The only problem is that the screen is scrolling at about 1/3 of his speed. You make a move and you literally have to sit there and wait for a few seconds for the screen to catch up so you can move again.

Where abouts can I can I change the scrolling speed?

The second thing is that I don't want the characters sub titles to appear above their heads. I want the text to appear across the bottom of the screen in the same place for every char. To tell who is speaking I have made images of their heads that I want to appear to the left of the words. Like how it works in the latest Sam and Maxes.

Can someone point me into how to go about doing this.

Cheers in advance.

11
Technical forum / Re: Hidden Geometry file not fitting scene
« on: May 03, 2009, 05:16:25 AM »
In the scene_init.script I just have:

actor.SkipTo(745, 890);
actor.Direction = DI_DOWN;
actor.Active = true;

I think I can see the walk plane in SceneEdit, here is a copy of the 3ds file we are using if it helps http://www.mowensworld.net/HiddenGeometry.3DS

I can try use the placement tool but all it does it place a version of the actor in the middle of the screen and I loose my cursor (i.e. can't see it) and can't freely place it anywhere. The placed actor does not appear in the scene when I run the game.

12
Technical forum / Re: Hidden Geometry file not fitting scene
« on: April 29, 2009, 01:45:52 PM »
We changed the floor planes name but we are still having the same problem. The character is loading in the same spot and are incapable of moving, like they has an invisible box around them.

I made a new global variable called actor2 and loaded another actor to it. I tried to load him into the scene too at a completely different location but he ends up in the same space as the main actor.

13
Technical forum / Re: Hidden Geometry file not fitting scene
« on: April 29, 2009, 08:22:31 AM »
This may or may not be related, but I think I've gotten the geometry file right, but now no matter what values I enter into scene.init the engine places the actors in the same spot in the center of the room.

What is the floor plane supposed to be called?

14
Technical forum / Hidden Geometry file not fitting scene
« on: April 28, 2009, 11:42:13 AM »
So I have made my characters and rendered a background scene.

Now I have been trying to make a Hidden Geometry file but for some reason when I import it into WME it doesn't fit neatly over my background image.

I created the room in Maya and exported it into 3DMAX using .fbx exporter and then exported it from there to a .3DS.

Really everything should be the same as my background image but things don't fit, parts of the geometry are missing and the room is unaligned.

Is there anyone who has had similar problems around who might have found a solution?

15
Technical forum / Re: Getting Started
« on: March 31, 2009, 10:47:01 AM »
At the moment the only error I'm getting in the debug console is 'cannot find 'idle' in the model as I have yet to work out how to include different animations in a .X file.

We are also having trouble getting our animations to play. When viewing them in the Direct X Model Viewer, everything seems to be fine and the animation plays. We have tried playing the animation in the WME Model viewer. (http://forum.dead-code.org/index.php?topic=3490.0) but we cannot get the animation to play in there no matter what.

Does this suggest that there may be something wrong with out rig?

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