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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Topics - MMR

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Technical forum / HOW to Create TEMPLATES...???
« on: March 03, 2004, 10:58:08 AM »
I'd wanted to know how to create SCRIPT/SCENES templates for Wintermute. What Parameters to use (like $$ACTOR$$). How to use them...

Feature requests, suggestions / Some Buttons in ProjectMan...
« on: February 25, 2004, 10:47:57 PM »
It would be great to be able to control a Sound/Song file playing in ProjectManager.
Play, Pause, Stop Buttons; Also a progress bar to jump to the point you want inside the sound file.

All this with the "Preview" option enabled.

Feature requests, suggestions / FONT Colours
« on: February 15, 2004, 05:22:32 PM »
I was wondering if would be possible to implement some kind of "auto-colour" font. Something like the AGS fonts.
You have a white font, and you choose the color of that font by scripting.

e.g: actor.SetFont("fonts\arialb.font", blue);

or:  actor.SetFont("fonts\arialb.font", 0, 0, 255);

Technical forum / Windows Problem
« on: February 14, 2004, 03:42:14 PM »
How to specify the z-order of a window???

I have 2 windows, and one of them hides the other. I tried with the window.MoveToTop() etc..., but it doesn't work.

Technical forum / MouseOver Event ???
« on: February 13, 2004, 01:20:45 PM »
Is there any MouseOver Event for Entities, Regions... (the game generally, like LeftClick) ???

Technical forum / Maybe a BUG???
« on: February 11, 2004, 05:27:35 PM »
I have my game in a "data" package, and my music in a "music" package.

"data" is set as Primary Package and "music" is a package, not a folder.

In my game.script i put this line:
Code: [Select]
From ProjectMan everything works perfectly, but if i compile my game, and the "music" package (compiled) is in the same folder as the main exe and the other packages, the music not sounds :(

But if i put the original folder (music without been compiled) in the same folder as the exe and other packages, the music works.


Feature requests, suggestions / DIRECTPLAY
« on: January 30, 2004, 02:30:22 PM »
I was wondering if would be very difficult to implement some kind of TCP/IP connection between two games (DirectPlay or Winsock)...

I tried to look for how to, but it's still very difficult for me. (i'd wanted to program some DLL stuff).

Maybe functions like... ConnectTo("ip/host", "port"); StayListening(); SendText("text"); SendNumber(number); etc...

P.S: I know there is a post like this, talking about LAN support, but...

Technical forum / SPEED UP the SCROLLING
« on: December 29, 2003, 05:36:34 PM »
Is there any way to speed up the Scene Scrolling. Thanks.

Scripts, plugins, utilities, goodies / WME Script Editor 0.0.7
« on: December 12, 2003, 01:19:42 PM »

A Spanish guy is developing a third party tool to create WME scripts.

It has syntax highlighting and the NEW/SAVE/LOAD functions implemented.

It's still a beta and is in spanish, although I recommend to see it.

Here is the URL:

Feature requests, suggestions / MINOR FEATURE
« on: October 30, 2003, 04:11:23 PM »
It would be useful to have 2 options (shortcuts) to call SpriteEdit and SceneEdit from ProjectMan. Both in menu (tools menu) and as buttons in the toolbar ;)

Technical forum / PROBLEM WITH VIDEOS
« on: October 22, 2003, 08:24:23 PM »
I've created a game with a small video. In test mode (through ProjectMan), the video works perfectly, but if i compile the game, when i execute it, the video doesn't show. It jumps the video part. Maybe the packages don't have the video inside them (a bug???)

What's the problem ??

Technical forum / ENTITY Problem
« on: October 17, 2003, 07:13:45 PM »
I have a problem with an Entity referenced by an Entity Container inside a Window:

// I load the Window and Store it into a variable
global Notas = Game.LoadWindow("ventanas\notas.window");
// I Store the Entity Container into a variable
global Doc = Notas.GetControl("imagen");

I don't know how to reference now by CODE the Entity inside the Entity Container.

Technical forum / DLL Problem
« on: October 17, 2003, 02:37:50 PM »
Continuing the work that McCoy and I did in the past...

I have program this lines, and they work in WME, but i don't know why everytime I use one of this functions, WME shows a Message like this... "Script Runtime Error. View log for details" (BTW: The log doesn't appear):

Code: [Select]
#include <windows.h>
#include <fstream>
#include <iostream>
#include <string>

using namespace std;

extern "C" __declspec(dllexport) void write_file(char* fileName, char* text)
    string texto(text);
   ofstream file(fileName);
   file << texto << endl;

extern "C" __declspec(dllexport) char* read_file(char* fileName)
    string m, aux;
   ifstream read(fileName);
        getline(read, aux, '\n');
        m = m + aux + "\n";
   else cerr << "Error opening the file: Maybe the file doesn't exist or has a different name";
   char* k;
   k = new char[m.length()];
   strcpy(k, m.c_str());
   return k;

I tried to eliminate the "cerr <<" and i "always" have a file created in the same folder i have the DLL and the game (i tried both, compiled game and from ProjectMan).

I hope you could help me.

Technical forum / Startup scene doesn't work?
« on: October 15, 2003, 10:06:32 PM »
I tested it in Debug Mode in 2 different computers and it doesn't work.

Win2000 & WinXP

BTW: No problem about the joke ;)

Feature requests, suggestions / GAME LOCALIZATION
« on: October 12, 2003, 11:19:13 AM »
Mnemonic i wonder if is there any way to set the by scripting.

For instance; i want to make a game in 2 languages, so i put the strings of the spanish language in and the english language in

The idea is to has the same string reference; for example:

actor.Talk("/TEXT01/ default text");

Spanish TAB: TEXT01 Texto por Defecto
English TAB: TEXT01 Default Text

So i'd only had to change the reference to execute the game in one language or in another.

Then my idea is... I have a global variable call "language" and at the game start, you can choose the language clicking on a button. If the language chosen is English, so the global variable "language" sets the to and so...

I hope you'd understand me.

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