Please login or register.

Login with username, password and session length
Advanced search  

News:

IRC channel - server: waelisch.de  channel: #wme (read more)

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 - Rocco

Pages: 1 ... 3 4 [5] 6
61
Technical forum / Re: talk || message box
« on: July 07, 2005, 09:19:12 PM »
Yeah, I know it (coming from Germany ;)) but I won't find time for it... :( Feel free to use published code in this forum whenever you want though. :)

thx, Im allready using all snippets i found extensively  :D,


There are basically two ways:

1) You can create separate language packages for all the translations. This is a recommended way, because this "language packages" can contain not just a translated string table, but also localized graphics, different fonts or even different speech sounds. Before running the game you must copy the right language package to the game folder. This is done either when the game is installed, or using some kind of game launcher which allows the player to choose a language. Both Five magical amulets and the multilingual version of The Dead City are using this approach.

this is the way to go for me, but i have no experience with such programms.
can you recommend some install manager, or game launcher tools??

thx, greets
rocco

 

62
Technical forum / Re: talk || message box
« on: July 07, 2005, 04:11:08 PM »
big thanks,
i thought, maybe there are other methods then the Talk(),
like message("string",x,y); but if not its no problem to go this way.
i'd allready examined your example, and its very cool.
it could be the base for an ManiacMansionMania template.
MMM is an RON-Style serie, which takes place in the MAniac MAnsion Univers.
its in german, but some episodes are translated, i did Episode 9, englisch translation will follow this month (hopefully).
here is the URL: http://maniacmansion.microspace.ch/index.htm
now there are templates for AGS, Visionaire and PaC-DK.
this could be a good approach to reach a larger community.

one question to translations:
how can i manage, to choose a different language (string table or localization package) at game start??



63
Technical forum / talk || message box
« on: July 07, 2005, 02:23:02 PM »
hi,

i have no actor in the game,
are there some other options to display text in the game, or is the only approach to use an invisble.actor??
thx

64
Technical forum / Re: main menu scene for all situations
« on: July 05, 2005, 06:29:51 PM »
ok, next problem,
the save-game thumbnail show the menu scene.
is it possible to make a screenshot of the prevScene??
thx,

65
Technical forum / Re: main menu scene for all situations
« on: July 05, 2005, 05:59:38 PM »
Put the ChangeScene right after the Game.SaveGame() call. That's the point where the game continues after loading a saved game.
thanks :-))))

Yes, there's Game.Reset() (surprise! ;))
lol, sorry for beeing such a pain in the neck.
i think your engine is really great, and when im finished with the GUI things,
i will make it open source, maybe its useful for other newbies.
the problem is there are not much examples for newbies, and the engine is rather complex,
ok, the reset command was not so well hidden in the documentation that nobody can find it, but....

thx  ;D


 

66
Technical forum / Re: main menu scene for all situations
« on: July 05, 2005, 05:12:27 PM »
big thanks, the rightClick cursor thing looks good now.
but other things are not so easy for me.
As TheDerman wrote, when i load a saved game, it starts in the menuscreen.
I tried some things with AfterLoad, to determine when i have to use the Game.ChangeScene(Game.PrevSceneFilename); command
but without success, which script place i have to put this command??
another question, i have an Start-new-game Button in the menu, is there a command to reset the whole game??

67
Technical forum / Re: main menu scene for all situations
« on: July 05, 2005, 02:49:35 PM »
ohh thx, its often better to try some things out.
I did it now with scene.name, which was a bit more scripting.
another question:
is it possible to activate a click event in script??
my case - i want to store the latest used cursor and
reassign it if the player resumes the game.
one thing is to insert the switch statement in all possibilities,
but with Game.RightMouseClick it could be much easier.
is there a command for this??

68
Technical forum / Re: main menu scene for all situations
« on: July 05, 2005, 01:05:46 PM »
Can I Query the scene which is currently active - like PrevSceneFilename??

cause i dont want the sierra style rightcklick-actions in the menu-scene.
also for the keypress command it would be useful for me,
in a game scene <Esc> returns to menu scene, in menu <Esc> shut down the game.

69
Technical forum / Re: main menu scene for all situations
« on: June 30, 2005, 10:57:59 PM »
thx, i only searched the scene object for this attribute.
i work on a myst style game, there is no actor to hide.

70
Technical forum / main menu scene for all situations
« on: June 30, 2005, 09:44:25 PM »
hi,

i use a menu scene at the beginning of the game, and want to use it also during the game,
when the player press Esc.

is this in the meaning of the engine, or is it better to use *.window objects for the menu?

problem:
i didnt found a variable where i can query the scene(String) which is loaded now, or the scene loaded before?
i thougt it could work like this:

var oldscene = scene.activescene;
Game.ChangeScene("scenes\Room\menu.scene");

and pressing resume game back to the game:
Game.ChangeScene(oldscene);

is this possible?
thx for hints
rocco



71
Technical forum / Re: How to load a cutscene and intro
« on: June 30, 2005, 05:55:42 PM »
thx a lot, works great with PlayMusic.   :D

72
Technical forum / Video and Sound file similar
« on: June 30, 2005, 02:39:23 PM »
Hi,

is it possible to start a video file, and a sound file the together?
i tried it and have no success, cause the video stops the soundfile and resume it after the video is over, i guess.
i know that i can put the sound in the avi file, but in some cases it should be more comfortable to start it separately and control it from the engine.

i tried something like this:
Game.PlaySound("sounds/first.ogg");
// play the intro movie
Game.PlayVideo("videos/first.avi",2);

with the goal that these two files are played at the same time.

73
Technical forum / Re: Myst style questions
« on: May 15, 2005, 10:26:13 PM »
big thx,  :)
i'm still a little insecure how the scripts work together.

74
Technical forum / Myst style questions
« on: May 15, 2005, 08:32:42 PM »
hi all,

i'm a newbie, i tried some things a few month ago with the wme-engine (and cant get this project to work again - > settings problem,
as i wrote in the german forum, but thats another case)
i want to make a new game now, in myst style.
first i will make a tech demo, where i can try out all the technics needed in the game later.
i'm familar with the ags engine which has many benefits i guess.
one and maybe the greatest, is the huge community and the resources of templates and code for allmost every possible situation.
the downside of ags is the resolution limit of 800x600 and the inexactness in this resolution cause the engine works
internal with only the half (400x300) px.
so i guess for a render adventure in 800x600 or higher wintermute should be the best solution.

my first question is about the actor - i dont need one cause the game is in 'shooter' view.
have i anyway to use on, and set it inactive and transparent, or what is the best solution for this?
second question, i want a sierra style handling which means,
mouse right-click switch states and cursors (use, look, roomchange...)
how can this be accomplished?
thanks for hints and (hopefully) codesnippets

greets
rocco

EDIT: so i eliminate all the actor related code in the template and think this problem is solved,
the other prob is hidden in the on "RightClick" event, where i must script the behavior for the mouse state, i guess.

______________________________
exuse my bad english
 





75
Game announcements / Re: The Dead City
« on: November 12, 2004, 04:09:17 PM »
After playing your game, i have to say its great.
Very atmospheric, you must be a great max payne fan.
Cool story, and a difficult level which fits perfect to my adventure playing skills, without moments of getting stuck.
the only critics is that its a bit to static, with a few more animations the atmosphere can be still more intense.
but its a great game and im looking forward to see another one from nihilis. ::thumbup

greets
rocco


Pages: 1 ... 3 4 [5] 6

Page created in 0.045 seconds with 19 queries.