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Messages - Azrael

Pages: 1 ... 4 5 [6] 7 8 ... 11
76
Technical forum / Re: Exchange of images in the same scene
« on: February 05, 2011, 02:57:16 PM »
It's SetSprite(), SetImage() is for window objects ;)

77
Scripts, plugins, utilities, goodies / Re: 2.5D models viewer
« on: October 15, 2010, 04:28:24 PM »
Sorry, now it should work :)

78
Technical forum / Re: how do use dll "Licence Protector" ?
« on: October 04, 2010, 07:04:53 AM »
I agree with metamorphium. It's only a waste of time and money.
Also the best protection has been always cracked and many of them can turn against who buy your games.

For me best protection it's a low price and to be honest with customers ;)

79
Game announcements / Re: Face Noir
« on: September 15, 2010, 04:29:34 PM »
3D graphics are made with 3D Studio Max, for 2D some is hand draw and after edited with Photoshop.

80
Game announcements / Re: Face Noir
« on: September 15, 2010, 01:41:42 PM »
Thanks, it's all standard WME :)

81
Game announcements / Re: Face Noir
« on: September 14, 2010, 05:46:58 PM »
Thanks a lot, we hope to be able to sell the game soon, it should be completed for the new year :P

I also noticed (from your blog) that you have developed new versions of your character viewer & in-game particles editor. ;)

Yes, we needed some more options. Sorry if the post it's still not translated. We focused to a publisher's demo so we where a bit busy ;)

82
Game announcements / Re: Face Noir
« on: September 14, 2010, 03:59:09 PM »
Time to an update :)

We create a new website for the game ( http://www.madorange.it/games/facenoir/index.php?lang=en ) with more info on it, some new images and a teaser trailer.
There is also a gameplay trailer showing some of the feature of the game like the 3D inventory and some objects interaction :P

83
Community bulletin board / Re: Happy Birthday Mnemonic!
« on: June 23, 2010, 09:24:27 AM »
Happy birthday and thanks again for this marvellous tool ;)

84
Bug reports / Re: SetTexture make game crash while saving
« on: May 10, 2010, 05:31:01 PM »
It worked, thanks a lot ;)

85
Bug reports / SetTexture make game crash while saving
« on: May 10, 2010, 02:46:38 PM »
Hi, we are experiencing some problem in some scenes in which i change the texture of a 3D actor with SetTexture method.

If i save the game from one of these scenes the game crash near the end of the saving, crash.log report:

Quote
-----------------------------------------------------------------
---------- wme 1.9.001 crash report: 10-05-2010, 15:38 ----------
-----------------------------------------------------------------
wme_D3D9.exe caused a EXCEPTION_ACCESS_VIOLATION in module wme_D3D9.exe at 001B:0049CB62
EAX=00000001  EBX=0D2977F0  ECX=00000000  EDX=00000000  ESI=00000000
EDI=04EA9BE8  EBP=00000000  ESP=0012F508  EIP=0049CB62  FLG=00210202
CS=001B   DS=0023  SS=0023  ES=0023   FS=003B  GS=0000
Stack trace:
(null)

I tried removing many things but it seem it depend only by SetTexture, the code is like:
Code: WME Script
  1. car.SetTexture("Car_Taxi", "actors\car\Car_Black.png");

It's strange also because with the previous version of wme we experienced no problem with the same scripts, but now this crash seem to affect also all the scenes that before works.

Thanks for the help, i hope it's comprehensible :P

86
Technical forum / Re: Centre Text.
« on: March 03, 2010, 05:55:27 PM »
You have to set the subtitle's attributes in actor's script file.

You can use (from WME docs):
SubtitlesPosRelative -> Specifies whether the SubtitlesPosX and SubtitlesPosY attributes are relative to default position, or absolute screen coordinates
SubtitlesPosX -> The X position of speech subtitles (either relative to speaker's position or absolute screen coordinates)
SubtitlesPosY -> The Y position of speech subtitles (either relative to speaker's position or absolute screen coordinates)
SubtitlesWidth -> Width of speech subtitles. Set to zero to restore the default behavior.
SubtitlesPosXCenter -> Specifies if the SubtitlesPosX attribute affects the center of the subtitle or its left side.

87
Technical forum / Re: Create multiple event handlers on the fly
« on: February 20, 2010, 08:05:38 AM »
I think you have two way:

1) setting on "NameButton" for each script on the main window's script

Code: WME Script
  1. on "Button1"
  2.  {
  3.  Do something
  4.  }
  5.  
  6. on "Button2"
  7.  {
  8.  Do something
  9.  }
  10.  
  11. on "Button3"
  12.  {
  13.  Do something
  14.  }
  15.  
  16. ...
And so on for all the 150 buttons.

2) create a single script and attach it (with AttachScript method) to each button when you create them. In this case you should use the button name to know what button is pressed, something like this:

Code: WME Script
  1. on "LeftClick"
  2.  {
  3.  var ButtonPressed = this.Name//Name of the button pressed
  4.  
  5.  Do something....
  6.  }

The first way it's a little boring because you have to create all the 150 button's script on the main window script, but allow you to create unique script for each button.

The second way it's a lot less expensive, but you have to manage all the buttons with one script.

So it depends on what you have to do ;)

88
Game announcements / Re: Face Noir – The cat with the jade eyes
« on: February 12, 2010, 09:53:56 PM »
Thanks :)

89
Game announcements / Re: Face Noir – The cat with the jade eyes
« on: February 12, 2010, 12:43:57 PM »
We created a little developing blog :)

http://www.madorange.it/thecellar/en/

90
Not a bug / Re: Scene.SkipTo() not working on vertical scrolling scene
« on: January 19, 2010, 05:43:33 PM »
It seem to be the height of the actor, anyway solved.
Sorry for the error in reporting this, it's not a bug :P

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