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Topics - Kaz

Pages: 1 2 3 [4] 5
46
Hi all

This is the second time I've typed this one - if you find the other version (coz I can't), please delete it.

Im using a scroll to pan across a background 2048 x 768. What I want to do is hold some foreground object static while the background pans behind it. Is there a standard way of doing that?

If not, do I have to move a node in the opposite direction to the scroll - and if so, how do I ensure the speed is exactly synchronised so the foreground does not appear to move?

Anybody got any ideas for me?

Thanks

47
When writing a script that adjusts the activity of nodes in a scene, it would be handy to be able to see the list of nodes for reference - but on calling the script editor, the list disappears from the scene editor.

Another possibility is to have in the scene editor a rightclick copy-node-name similar to the incredibly useful 'copy filename' in ProjectMan.

Cheers

48
Technical forum / Autoscroll jerky with video in scene
« on: June 25, 2008, 08:03:58 PM »
Hi,

I have a scene 2048 x 768 which looks out across a pond. The water movement on the pond's surface is created by a looping ogg.

I skip the cursor to the right hand side so the rightmost 1024 x 768 is showing. Then I scene.scrollto the left hand side, so panning across the pond and coming to rest at the left hand end of this 2048-wide scene.

But the autoscroll is jerky, stops and starts. If I disable the video, the scroll is perfectly smooth. I suspect it's a hardware problem of course, but it's a dedicated video card, albeit the PC has a Celeron processor.

Any suggestions for smoothing the scroll when the video's playing?

Cheers
 

49
Don't know if anybody's suggested this but I often find a need to record some notes about a Node in a scene or a button or static in a window etc. The only solutions are either pencil scratchings in My Little Black Book or // comments in the associated script.

It would be great if there was a field in the Node record for a limited amount of free text.

Cheers
 

50
Technical forum / Same instruction does not behave identically
« on: June 10, 2008, 12:24:43 PM »
I have a dial on a safe. Depending on the number the user clicks, a sprite runs to spin the dial to that number, stop for a second and spin back to zero. The length in milliseconds of the sprite is stored in an array. That length is used to tell a PlayMusic channel how long to sleep for while it plays the sound effect of the dial spinning. So up - stop - down.

The code for playing the sound on the 'up' spin is identical to that for the 'down' spin. But on playing, the sound definitely plays for different lengths of time.  Not only that, but the timing of the sprite is out of sync with the timing of the SFX.

Code below. Any thoughts, anybody?

Cheers

Code: [Select]
  // dclick contains what dial number was selected, passed from dial region entity
  global dclick;

  // Run the appropriate sprite
  Game.Interactive = false;
  var dnoise;
  dnoise[0] = (6400-1000)/2;
  dnoise[1] = (1750-1000)/2;
  dnoise[2] = (2350-1000)/2;
  dnoise[3] = (2800-1000)/2;
  dnoise[4] = (3250-1000)/2;
  dnoise[5] = (3700-1000)/2;
  dnoise[6] = (4150-1000)/2;
  dnoise[7] = (4750-1000)/2;
  dnoise[8] = (5200-1000)/2;
  dnoise[9] = (5650-1000)/2;
 
  var a; // Create the filename
  a = "sprites\BoswellsSafe\Dial"+dclick+".sprite";
  ItemNormal = Scene.GetNode("dial");
  ItemNormal.SetSprite(a);
  ItemNormal.Active = true;
  //
  Game.PlayMusicChannel(1, "sounds\SafeDial.ogg");
  Sleep(dnoise[dclick]);
  Game.StopMusicChannel(1);
  Sleep(1000);
  Game.PlayMusicChannel(1, "sounds\SafeDial.ogg");
  Sleep(dnoise[dclick]);
  Game.StopMusicChannel(1);
  //
  Game.PlaySound("sounds\SafeDialStop.ogg");
  ItemNormal.Active = false;
  Game.Interactive = true;

51
Technical forum / Saving screen doesn't work
« on: June 04, 2008, 11:14:48 AM »
Hi all,

Setting up my loading/saving screens to use with the 'Saved Games' section. Created two .jpgs, almost identical except that one has text 'Loading', the other 'Saving'. Output them from Photoshop in the same session. Imported them into the game. Referred to them in the 'Save/Load screen settings.

Project manager can see and display them both.

Load a game - the loading screen appears.
Saving a game - get the bar at the bottom of the screen, but otherwise, game stays in the scene - saving screen does not appear.

I'm stumped. Any ideas?

Thanks

52
Technical forum / Help! Game won't run at all!
« on: May 27, 2008, 02:57:06 PM »
Hello all.

Yesterday, the game worked fine. Now today it won't. When I press the ! I get the game settings screen. The screen clears and goes black, as it should. The hard disk light flashes, and then the screen reverts to project manager. Nothing appears in the log.

I get an error message 'Startup Settings must be an unsigned integer number'. Can't find anything about that here.

I've compiled the game and got rid of every syntax error it found - same result
I've tried the compiled version - same result
I've used startup scenes that I know have worked fine for months - same result
I've used other startup scenes not tried before - same result
I've loaded the WME demo and that works OK
I'm running it on Vista Home Basic, Celeron 3.46Ghz, 512Mb RAM

Help!
 

53
Technical forum / What sets the Inventory Cursor?
« on: May 24, 2008, 07:42:42 PM »
Hi all

I have two games, both based on the same materials. The cursor on inventory objects is different in one than in the other. Their settings for 'Cursor' and 'ActiveCursor' are the same in the table on the left hand side of Project Manager. The inventory.def files are a straight copy. I must have missed something, but I can't understand why the inventory cursors are different.

What sets the cursors over the inventory?

Thanks as usual. (I bet JB didn't ask this many questions when he was writing TLC).    ???

54
Technical forum / My 'For' loop doesn't work
« on: May 24, 2008, 05:28:48 PM »
Hi

I have a 'For' loop in a Window to fade music out:

for(a=100; a<1; a=a-1)
  {
  Game.Msg("MusicFade"+a);
  Game.SetMusicChannelVolume(3, a);
  Sleep(100);
  }
Game.StopMusicChannel(3);

I've made it extreme - a ten second fade - just to check it. It jumps straight to the 'Stop' - I get nothing from the Game.Msg so it's not going through the loop at all.

I guess I must have made some stupid syntactical error. I hope someone can spot it because it will probably also explain why my Static fades don't work either;

TextAlone = this.GetControl("TextAlone");
TextAlone.Visible = true;
TextAlone.AlphaColor = MakeRGBA(255,255,255,1);
// Fade up
for(a=1; a<256; a=a+1)
  {
  WMLogo.AlphaColor = MakeRGBA(255,255,255,a);
  TextAlone.AlphaColor = MakeRGBA(255,255,255,a);
  Sleep(5);
  }
  Sleep(1000);
//  Fade down
for(a=255; a<1; a=a-1)
  {
  WMLogo.AlphaColor = MakeRGBA(255,255,255,a);
  TextAlone.AlphaColor = MakeRGBA(255,255,255,a);
  Sleep(5);
  }
TextAlone.Visible = false;

Cheers

55
Technical forum / Playing Music in Window
« on: May 23, 2008, 12:37:06 PM »
Hi all

I've set up a window to carry the main menu of the game, which appears when the player presses 'Esc'. In the script associated with the window, the first line after the inc's and GoExclusive is Game.PlayMusicChannel(3, "myogg.ogg", true);.

But the music doesn't play, and I'd rather it did :-(

Not only that, but the music in the scene we left by pressing 'Esc' is still playing, even though the window's PauseMusic is set to 'true'. I thought that 'PauseMusic' paused the scene's music, to resume when the window was eventually closed.

Can anybody please tell me what I have completely misunderstood about music and windows?

Thanks



56
General Discussion / Mentioning Wintermute in Game Credits
« on: May 10, 2008, 08:38:47 AM »
This one's for the owner only;

Is there any convention for how Wintermute should (or should not) be mentioned in the game credits?

How should the logo be displayed and which logo should be used?

Is there any preferred 'form of words'?

Cheers

57
Technical forum / Add functionality to Game.TakeItem
« on: May 09, 2008, 10:13:34 AM »
Hi,

I'd like to add some functionality to 'Game.TakeItem' so as to call the inventory window briefly when an item is added to it, to show that the inventory has been invoked. I'd like to do this once in the main TakeItem, rather that have to go though each of the TakeItem's I've already written and add code to them.

Is there any way to edit the core Game.TakeItem method?

Thanks

58
Technical forum / Why won't the cursor appear / node go live?
« on: April 17, 2008, 08:08:10 PM »
Hi all

My script says:

on "Scraper"
  {
  Game.Interactive = false; //works
  var ItemNormal = Scene.GetNode("YourLifeX");  //works
  ItemNormal.Active = true; //works
  Game.PlaySound("sounds\WallPuzzle\WallScrape"+Random(1,5)+".ogg"); //works
  Sleep(1400); //works
  ItemNormal.Active = false; //works
  Game.SelectedItem = null; //works
  ItemNormal = Scene.GetNode("YourLife"); // unsure
  ItemNormal.SetSprite("Objects\BlankMoss.png"); // unsure (it's transparent)
  global WallPuzzle; //works
  if(WallPuzzle.Next == null) // unsure, but doesn't matter coz '1' is in there anyway
    {
   WallPuzzle.Next = 1; //works
   }
Game.Msg(WallPuzzle.Next); // works
  if(WallPuzzle.Next == 1) // it does
    {
   ItemNormal = Scene.GetNode("YourLife"); // unsure
    ItemNormal.SetCursor("sprites\system\RhiannonCursors\Action2.sprite");  // fails, no cursor
   ItemNormal.Active = true; //fails, no interaction
    }
  WallPuzzle.YourLife = true; // unsure
  Game.Interactive = true; // works
  }

Upshot is, the cursor doesn't appear in the SetCursor command. The condition for setting the cursor (if WallPuzzle.Next == 1) is valid. the Game.Msg says so. I've been at this one script ALL DAY, trying options, testing, comparing with almost identical scripts that do show the cursor. Any ideas, muties?

If all you can say is "Your code looks as though it should work" or "that'll never work because of X", that'll be a help.

Thanks.
 

59
Technical forum / Actor won't move
« on: April 13, 2008, 02:03:24 PM »
Hello everybody,

I need an actor to walk around in a circle for a while. I wrote a script that calculates the circle and culminates in an actor.GoTo(x,y); and attached it to a node so I can start the motion at will. To test the algorithm I used Molly, and she more or less did what I thought I'd told her to do :-)

Then I replaced Molly with a single .png and to be sure, I changed all the references in the .actor animations to refer to the same graphic. I changed the LoadActor in Game.script.

But when I click the node, my .png moves slightly and stops. It simply does not behave the same as Molly.

Everything in the two .actor files is identical except for the animation references to my single PNG instead of Molly's sprites. But Molly moves and my PNG doesn't. My .PNG is about 20% physically smaller than Molly.

Any ideas?

Thanks,

Kaz

60
Technical forum / Entering data into an editor
« on: April 05, 2008, 04:54:47 PM »
Hello all

I've created a window with an editor in it to act as a password entry field. There's an OK button to press. It worked great until about an hour ago then the editor would suddenly no longer appear on the screen. I must have changed something I guess but I can't imagine what and it looks to me like it should work.

The window script is:

global PasswordCracked;
var PasswordControl;
var PasswordText;
var CorrectPassword = "happy";
////////////////////////////////////////////////////////////////////////////////
on "button"
  {
  PasswordControl = self.GetControl("PwEntry");
  PasswordText = PasswordControl.Text;
  Game.Msg("PasswordText is "+PasswordText);
  if(PasswordText == CorrectPassword)
    {
   PasswordCracked = true;
   Game.Msg("YIPPEE!!!!!");
   }
  else
    {
   Game.Msg("Aargh???");
   }
  }
 
The window contains an editor called PwEntry and a button called 'button'.

I used to get a cursor and a place to enter data, now I don't. Can anybody help please?

Cheers


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