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Messages - joaomesq

Pages: 1 [2] 3
16
General Discussion / Re: dev tools on a usb drive
« on: December 30, 2008, 02:41:57 AM »
Yes Tal, looks like it.

I believe that's because the file extensions (like .scene) are not set to open in any application.

As for running the project, the project manager asks for the wme_D3D9.exe once and then loads without a problem. Just need to check if it runs without the c++ runtime.

Thanks guys  ::rock

17
General Discussion / dev tools on a usb drive
« on: December 29, 2008, 03:08:57 PM »
Hello, muties.

Anyone tried to install the dev tools on a USB drive?

@Mnemonic
Does it work?

Mind you that this is only a curiosity. If it doesn't work, it doesn't have to be a feature  ;D

18
General Discussion / Re: WME 1.7.2 (Mar 11 2007)
« on: April 07, 2007, 05:43:59 PM »
Tried with a credit card but the dudes ask for a password... well I'll keep trying...

Tried with with pigeons once, but the bastard had an old travel map. I paid for a trip to London but the last time we talked he was heading to New Zealand... Go figure!

19
General Discussion / Re: WME 1.7.2 (Mar 11 2007)
« on: April 07, 2007, 01:32:51 PM »
Anyone as a clue how can I make a donation without having to create an account at Paypal?

20
Help wanted and offered / Re: Need some help with a good story
« on: November 13, 2006, 02:36:23 AM »
Hi Ozmodiar,

I would say proverbs are useful as starting points for stories.

For instance, consider the following: "A chain is no stronger than its weakest link."

You could write a story like:

- Several brothers must face some danger, but one of them has a terrible secret that can destroy the entire family. The family is destroyed
- Some dude makes a robot so powerful that enslaves an entire galaxy, but all I it takes to destroy him is a well placed screwdriver. The rebels destroy the robot and everybody is free again
- A town invests their treasury in a mighty wall but fails to protect a small passage used by men to go fishing in winter. The city falls at he hands of the enemy.

Or you can mix it all:
Some dude makes a robot. This robot gains conscience and devises a plan to kill the imperial family and to substitute the emperor. His plan is to lure one of emperor brothers, who is addicted to to some drug. He tricks the emperor's brother to meet inside palace walls. Inside the robot kills everybody and becomes the new emperor enslaving all humanity.
A group of rebels do not accept the new emperor, so they will try to destroy the robot. They manage to get into his fortified lair by an entrance covered by an eagle's nest, and destroy the invincible robot by inserting a gold dust in contact with his eyes.

The goal here is to prove that the proverb is right.

Hope this helps.

21
Technical forum / Re: other perspectives
« on: June 12, 2006, 12:32:01 PM »
Thanks. Looks like 3d is the way, then.

22
Technical forum / other perspectives
« on: June 11, 2006, 03:54:47 PM »
Hi,

I would like to know if it is possible to apply a distort angle to the normal character movement.
 
As it is you have the normal character movement - ie. up, down, left, right and combinations of these.
But if you have let's say an isometric perpective, "up" isn't really up, is more like up +/- angle of the perspective.
My question is if I can do that on default character behaviour. The same goes for distance from camera.

It can be done with 3d characters but I was trying to avoid that.

23
Ok, looking forward to use the new toolset, then.

Thanks

24
I know that and that is exactly my point.

The suggested option would assume that if there are any project files open don't run it, because most likely, you are not going to run the lastest version of your game.

In the case I described it would the error description could be something like this: "Cannot run because scene X is open in Scene Edit. close all files before running the game."

The scene closing would force the links on the .scene file to refresh to new .script file.

25
Well... not in my case.

Try this:

Open Scene Edit, add a node, attach the script to the node, make new script, open in Ultraedit, put the code, save and close Ultraedit. If you go immediatly to projectman and run the game, without saving and closing the Scene Edit the script is not compiled.

This thing happens to me a lot and a simple workaround to this problem is the projectman having an option not to run the game if any files on folder "Data" are open by other apps.

I would suggest it as an option because obviously it is something that is more connected to personal workflow and everybody has its own.

26
Feature requests, suggestions / option to not run game if files are open
« on: October 13, 2005, 11:04:14 AM »
I would like to make a suggestion: could it be possible to add an option on projectman to not the run the game if any project files are open?

I ask this because to work in WME I have on average 4 different programs running (projectman, scene editor, sprite editor and ultraedit) and it's not the first time I try some code, just to discover that it doesn't work because I closed the file on Ultraedit but didn't update the script on the Scene Editor.

If this option was on, projectman would not allow the game to be run forcing me to refresh all scenes and scripts first making sure that the code I'm testting is actually the one I want to test.

27
Game announcements / Re: "Leopold: The Escape" announcement
« on: October 06, 2005, 11:37:46 PM »
Yes, the wall that has the hole is in fact the wall where the camera is, so, you can't really see it. :)

Hmmm, I checked my signature and the blog link is ok. Are you using that one? Nevermind. http://www.joaomesq.com

28
Game announcements / Re: "Leopold: The Escape" announcement
« on: October 06, 2005, 08:04:20 PM »
It was a year ago that I started my work of game designer with the game Leopold: the Escape. One year later, this is the project status:
- The game doesn't have the same title - I didn't invent a new one yet - I call it LITE.
- The interactive fiction titled L0 is now part of LITE;
- The story and events of Virtue are now part of LITE;
- The story and events of ColdG are now part of LITE;
- It became 3 times larger in terms of locations with more complex characters and story;
- 2 new NPC's were introduced;
- The concept design for the prison location of LITE is modelled in Blender;
- Character concept design is done for Leo and 2 more characters;

You can download a tour demo of the prison location http://www.joaomesq.com/lite.zip: you control a dummy character and you can tour through the prison. Have fun!

...

Full post on blog.

EDITED: file url updated to new location

29
Technical forum / Re: waiting for animation to finish
« on: May 24, 2005, 11:40:35 AM »
It worked.

My assumption was that it had to be some method in the Sprite object.
And besides because the animation plays automatically I would never thought of that.

Thank you.

30
Technical forum / waiting for animation to finish
« on: May 23, 2005, 08:27:28 PM »
I'm having some trouble trigging character movement after a sprite animation. The thing is the character pushes a button and the door opens completely and after the character turns to it.

I tried like this (in the button script)

Code: [Select]
var porta_anim = Scene.GetNode("porta_placeholder");
porta_anim.SetSprite("scenes\cela1\sprites\porta\porta_abrir.sprite");
var frames_porta = porta_anim.GetSpriteObject();
WaitFor(frames_porta);
actor.TurnTo(porta_anim);

But the character turns before finishing the door animation

Then I tried an old Director technique to control video...
 
Code: [Select]
var porta_anim = Scene.GetNode("porta_placeholder");
porta_anim.SetSprite("scenes\cela1\sprites\porta\porta_abrir.sprite");
var frames_porta = porta_anim.GetSpriteObject();
while(true)
{
if(frames_porta.CurrentFrame == frames_porta.NumFrames)
{break;}
}
actor.TurnTo(porta_anim);

It crashed...

To test the return values of CurrentFrame and NumFrames I used this...

Code: [Select]
var porta_anim = Scene.GetNode("porta_placeholder");
porta_anim.SetSprite("scenes\cela1\sprites\porta\porta_abrir.sprite");
var frames_porta = porta_anim.GetSpriteObject();
Game.Msg(frames_porta.NumFrames);
for(var i = 0; i < 20; i= i +1)
{
Game.Msg(frames_porta.CurrentFrame);
}
actor.TurnTo(porta_anim);

NumFrames returns 15 (which is correct), CurrentFrame returns 0 even when the animation is playing.

Completely lost, here...

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