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Messages - mihaipuiucernea

Pages: [1] 2 3
Scripts, plugins, utilities, goodies / Re: Sunny Demo
« on: July 13, 2020, 11:11:28 AM »
Sorry for the necrobump, but I'd appreciate it if someone who still has the sources would rehost them, as the links in the OP don't seem to work.

Thanks in advance

Technical forum / Re: wavy text
« on: April 10, 2020, 01:32:58 PM »
Seems doable. Thanks Mnemonic.

Technical forum / Re: wavy text
« on: April 10, 2020, 01:17:29 PM »

So, when you say separate text controls, do you mean a window with a static control for each letter and then animating these individual letters by moving the Y attribute of the static control up and down. Did I get this right?

Technical forum / Re: wavy text
« on: April 09, 2020, 06:22:21 PM »
@Mnemonic ?

Technical forum / wavy text
« on: April 08, 2020, 07:55:22 PM »
Hi guys,

I'm wondering if there is any way to make wavy text like in some visual novels or adventure games. For example each letter of a particular word goes up a bit, then the next one goes up while the previous letter returns to its original position etc.

I just saw this effect in the game The Lion's Song, where it's used to accentuate certain words.

Is there any way of doing this in Wintermute? And if yes, how?


Technical forum / Re: No more updates for Wintermute?
« on: December 20, 2019, 10:41:56 PM »
That sounds good actually so I'll have a look.
And thank you very much!

Technical forum / Re: No more updates for Wintermute?
« on: November 18, 2019, 01:18:45 PM »
@HCDaniel: what features are in your Lite fork, compared to vanilla?
I'd be interested to know.

And also, where can I find your Lite fork?

Thank you!

Technical forum / Re: No more updates for Wintermute?
« on: November 15, 2019, 04:29:24 PM »
By the way, will apps made in Wintermute Lite work on newer iPhones, given the transition from 32bit to 64bt iOS?
Or can you choose to compile it as a 64bit app?

Technical forum / Re: A "Health Bar" in WME
« on: September 06, 2019, 10:00:24 PM »
Never had to make one, but a very simple way would be to have a sprite made of 10 equal segments and simply reduce or increase the sprite by the required amount of segments, each time the health gets modified.

Of course the above example is cheating, and it would only work with the health being reduce or increased by 10, 20, 30 etc.... But it's a quick way to have a health bar.
I'm sure if you want something more complex you can also make it in WME.

Game announcements / Re: Colors On Canvas
« on: January 14, 2019, 07:43:34 AM »
Hi guys. I've recently resumed work on this project.
I'm wondering if anyone would like to test the game. I'm looking for bugs, feedback and everything that may help.

I'll have a test build available soonish and I'll send keys on to everyone that would like to help me test it or offer feedback.

Technical forum / Re: Asterisks while typing
« on: January 01, 2019, 07:30:55 AM »
Thank you for replyinh. Will have a try.

Cheers and Happy New Year! ::rock ::beer

Technical forum / Asterisks while typing
« on: December 19, 2018, 04:12:39 PM »
So yeah, I'm trying to make it so that asterisks re shown whle typing a text.
I have a window and an editor control. If the player presses Return and the editor is not empty, it stores the text in a var.
My spaghetti code is this:
Code: [Select]
var DescriptionControl = self.GetControl("insert");

global DescriptionText;
DescriptionControl.CursorChar = "|";

global editornou;

var mesaj = "";
var removeAsterisk = "";
var asterisk="";
var SomeText ="";

var count=0;
on "Keypress"

//this is the logic that masks the letters with asterisks
SomeText = DescriptionControl.Text;

var StrObject = new String(SomeText);

mesaj = mesaj+removeAsterisk;

removeAsterisk = StrObject.Substr(count-1, StrObject.Length); //remove *
else if(StrObject.Length==1)
removeAsterisk = StrObject;

DescriptionControl.Text = AsteriskRecursion(count, asterisk);

//If return is pressed and the input bar isn't empty
       if(Keyboard.KeyCode==VK_RETURN  && mesaj != "")
mesaj = mesaj+removeAsterisk;
//save user input in the inputline variable
DescriptionText = mesaj;

DescriptionControl.Visible = false;


            //In case enter is pressed when the inputline is empty
            else if(Keyboard.KeyCode==VK_RETURN && mesaj == "") //DescriptionControl.Text == "")
                    this.Text = "Please enter your description";
DescriptionControl.Text = "";
DescriptionControl.CursorChar = "|";


My questions:
1. is there an easier way to achieve this?
2. this code only works if the user doesn't press backspace. If backspace is pressed (to delete a letter for example), it messes the entire string with lots of asterisks shown (more than it should be). I'm pretty sure I'm doing something wrong :D

Help :D

Technical forum / Re: Problems writing to file
« on: August 26, 2018, 04:29:08 PM »
Thank you!

Should've checked the help file. You rock  ::rock

Technical forum / Problems writing to file
« on: August 26, 2018, 04:15:01 PM »
Hi guys,

I hve a problem.
So I have a text document, and I want to write stuff in it. The idea is to add some new text in the file, under some conditions. This text will be read later.

So in one entity's script I have this code:
Code: [Select]
on "LeftClick"

and in another's entity's script, this code:
Code: [Select]
on "LeftClick"
My problem is the following: I click on one entity, close the game and check the text file. Sure enough, there's a number at the specified position. Then I open the game, click the other entity, and while there is the new number at the correct position, the old number is deleted. Is this correct behaviour? Is there any way to make all the text remain in the text document, without being deleted after a new left click?

Thanks guys!

Cheers!  ::beer

I actually mnaged to find a prolem by checking aa script for something else and found what's cauding the change.

But that feature of Notepad++ will definitely come in handy in the future.

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