﻿ Show Posts - IvanErtlov
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### Messages - IvanErtlov

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1
##### Technical forum / Re: Strange Problem with duplicated variables
« on: July 17, 2010, 01:04:46 PM »
SOLVED

(with some logic)

2
##### Technical forum / Strange Problem with duplicated variables
« on: July 17, 2010, 12:29:39 PM »
I´ve written some code that selects a trading card from a stack, the code looks like that:

var mycard = Random(1,10);

var foecard = Random(1,10);

if (foecard==1)
{
var fcardAT = 13;
var fcardDF = 11;
var fcardCO = 12;
var fcardINT = 9;
var fcardSP = 9;
var fcardST = 10;
var fsprite = "sprites\cards\card1.sprite";
}

if (foecard==2)
{
var fcardAT = 12;
var fcardDF = 6;
var fcardCO = 8;
var fcardINT = 9;
var fcardSP = 11;
var fcardST = 8;
var fsprite = "sprites\cards\card2.sprite";
}

if (foecard==3)
{
var fcardAT = 11;
var fcardDF = 13;
var fcardCO = 12;
var fcardINT = 10;
var fcardSP = 8;
var fcardST = 12;
var fsprite = "sprites\cards\card3.sprite";
}

(and so on)

So basically the variables for the card values should only be set according to the right card. However, I get these error messages:

13:07: Compiling script 'scenes\battlefield\scr\scene_init.script'...
13:07:   Error@line 55: Duplicate declaration of variable 'fcardAT'
13:07: Compiling script 'scenes\battlefield\scr\scene_init.script'...
13:07:   Error@line 56: Duplicate declaration of variable 'fcardDF'
13:07: Compiling script 'scenes\battlefield\scr\scene_init.script'...

Looks like the "if" is ignored and all variable sets are executed!

Anyone a clue?

3
##### Help wanted and offered / \$\$\$ WME scripter / Coder wanted \$\$\$
« on: July 20, 2009, 02:46:41 PM »
Wanted: Dedicated WME Scripter / Coder that makes the whole game logic of one of the next Games from Homegrown Games, known for "Anderson", "Painkiller Resurrection" and "The Last Chariot of the Gods". The job is to do basically all of the scripting / wme coding based upon a 30% finished code with many custom improvements to WME. All Graphics, Sounds, Assets, Locations are provided by us, even the scenes created in Scene Editor, together with a game logic table containing the flow of ALL Locations, objects, riddles, and characters. Your Job is to make the game out of it.
German / English / Czech speaking coders prefered.

Job pays 4.000.- Euro + full crediting

If delivered good, additional jobs and even full time work at Homegrown Games could be yours.

contact with proof of skill:

IvanErtlov@homegrowngames.at

4
##### Technical forum / Re: Screen resolution
« on: November 15, 2007, 08:50:00 AM »
hmm, I am not to convinced. I tried Schach-Welten and it DOES look distorted.

You`re right on that one. But if you have Comic-styled look like in those LucasArts Games where everything did look distorted / twisted / bended somehow (DOTT), it really doesn`t matter.

5
##### Technical forum / Re: Screen resolution
« on: November 13, 2007, 02:03:49 PM »
If you make the game the Game in 1280*1024, it looks pretty good on all machines, even on a 1650*1080 Display. After a few Minutes of playing, the eye (mind) doesn`t even recognize the distorted aspect ratio. I know that it isn`t the perfect Solution for people having less than 1024 height pixels, but it`s a pretty good compromise.

6
##### Technical forum / Re: Strange Entity behaviour - respawning Entity?!
« on: November 12, 2007, 05:07:25 PM »
No, but I already found a solution - "Remember Node State" is obviously deactivated by default. If activated, my scripts work fine.

7
##### Technical forum / Re: Strange Entity behaviour - respawning Entity?!
« on: November 12, 2007, 04:20:19 PM »
It`s really strange.

I have the same thing with apples, picked from the ground and later destroyed to make apple slices. As long as I have the apples in my inventory, they do not respawn. When I destroy them in front of the respawn location, they do not respawn before I haven`t visited another scene. Same code used as with the bucket....

Edit:

With another object, where exactely the same coding approach was used, it works perfectly.

8
##### Technical forum / Strange Entity behaviour - respawning Entity?!
« on: November 12, 2007, 03:57:25 PM »
Hi all, working through our testers reports I found another very strange issue:

We have Entities representing Items, such as an empty bucket called "eimerstand" that becomes an Item "Eimerleer" when picked up. In the scene, where the bucket stands, it`s linked to the item and everything works fine.
Code: [Select]
`on "Take"{actor.GoToObject(this);Game.TakeItem("Eimerleer");}`
Works great. I pick up the item, it dissapears in the scene, and the Item "Eimerleer" is in my inventory.
I can change to other scenes, come back, everything is fine - the empty bucket is still gone.

But now it becomes VERY strange:
When I destroy the bucket "Eimerleer" in my inventory, through creating another item out of it (filling it with wheat), the empty bucket in the scene respawns after I change the scene and return. Here`s the script located in the script of the wheat:

Code: [Select]
`on "Eimerleer"{  actor.GoTo(450,675);  actor.TurnTo(DI_UP);  Game.DeleteItem("Eimerleer");  actor.Talk("Perfekt!");  Game.TakeItem("Eimergetreide");  }`
I also tried

Code: [Select]
`on "Eimerleer"{  actor.GoTo(450,675);  actor.TurnTo(DI_UP);  Game.DeleteItem("Eimerleer");  actor.Talk("Perfekt!");  Game.TakeItem("Eimergetreide"); Game.DeleteEntity("Eimerstand");  }`
During reading the boards, I´ve learnt that "DeleteItem" and "DeleteEntity" removes them permanently from the game. But whatever I do, the Entity always respawns in the original location after the destruction of the item representing it. (No matter if I drop or delete it)

Do I have some logical error inside I did not get?

9
##### Technical forum / Re: SkipTo...where?
« on: November 12, 2007, 12:13:19 PM »
Thank you very much - I already had the code snippet included, but I was dumb enough to write ("Actor") instead of (actor)

10
##### Technical forum / Re: SkipTo...where?
« on: November 11, 2007, 08:10:26 PM »
Yes I know, I`m bumping a thread, which is not appreciated on many boards - however, opening a thread without using the search function is the greater evil, and hereby I can prove that we indeed used it.

We have done some screens and puzzles for our game now, but we ran into the same problem - during usability tests the testers also mentioned that it is pretty annoying when the actor comes into the scene on the outer right, but the scene scrolls slowly (or fast, I know how to adjust the scrollspeed) from the outer left to the desired position. Is there any way to define the starting viewport on a 3000+ Pixel Scene without scrolling there?

11
##### Help wanted and offered / Re: AAA Project seeks 2D Artists (Professional Work, Professional Payment)
« on: November 05, 2007, 02:24:07 PM »
I´m proud to tell that we`ve hired our "Character, Animation & 2D Designer", and it`s a well-known artist who has been working for Coca-Cola, Google, La Toya Jackson, Warner, FOX TV and many others.

However, the assistant position is still available.

12
##### Help wanted and offered / AAA Project seeks 2D Artists (Professional Work, Professional Payment)
« on: October 23, 2007, 04:06:01 PM »
Homegrown Games, the dev team behind the bizarre, exceptional and world-wide published "Anderson & The Legacy of Cthulhu" are about to strike again: Two different, again very exceptional projects are starting their development. To accomplish what our mad minds are dreaming of, we are hiring two additional "victims":

Character, Animation & 2D Designer

Assistant Character, Animation & 2D Designer

Job Description: As bondsmen of our Lead Graphics Designer and Art Director, it`s up to you to create 2D characters, animate them and make them fitting perfectly into our engine and game. In addition to that, several other 2D jobs are waiting, from drawing item pics to creating huge stills.

What we expect:
Creativity, humour, talent. The ability to sketch, draw and eventuallyeven paint stunning graphics AND the skills needed to animate 2D characters. Business experience is NOT required, comic and animation experience appreciated. We don`t care if you prefer Photoshop or Gimp, but you must be really good at your rools of choice.

What we offer:

Decent payment, insane but nice colleagues, participation either as freelancer working in your own home OR a position in our remote office located in the Lower Austrian Alps.

We are looking forward to your application, make sure to include at least two samples of your previous 2D work and, if available, one of your animations and send it to

homegrown@hrmc-management.com

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