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Messages - rkitting

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Game announcements / PALLADION
« on: August 26, 2008, 01:31:35 PM »
Please check out our last student project. We already presented the demo at the Games Convention 2008 in Leipzig, Germany.
We're looking for a financing publisher, so if you know any please let us know at   :)
Feel free to leave comments and tips for improvement !


Thanks a lot! This really helped. I call GameInit.Done() and Game.Reset() from the menu button when I want to restart.
Next problem is when I use it while the actor is talking. I call actor.StopTalking(), and it returns successful, but you can still hear him talking.

Do I have to somehow unload the character (which game_loop.script does not like)?


I'm using Game.Reset() to restart my game, but also detaching and attaching the game.script in the first scene (menu). This all works fine, but the mouse freezes for 2 seconds while game.script is being loaded again.
Is there a better way to restart a game or some hidden function not mentioned in the docs?
Thx a lot.

P.S. for those of you in Germany, come check out our game demo at the Games Convention in Leipzig! Halle 2, HTWK-Stand

Bug reports / Re: Invalid instruction.
« on: August 19, 2008, 03:42:17 PM »
I just had this problem, but I fixed it. It was because I had a while-loop within another while-loop. It said the break; was an invalid instruction.

Technical forum / SetCursor() too slow in game_loop.script
« on: July 29, 2008, 07:07:43 PM »
Is it a good idea to change cursors dynamically in the game_loop.script, depending on what is under the mousecursor? It works but is very slow.... you can actually see it change from one cursor to the other within a second.

I use the following code-snippet in the while-loop:

Code: [Select]
  var ActObj = Game.ActiveObject; // evtl. für Mousecursor gebraucht ?
  var Item = Game.SelectedItem;
  if (ActObj != null)
if (ActObj.Type == "button" && !ActObj.Disabled && !ActObj.CanHandleEvent("RightClick")) ActObj.SetCursor("sprites\cursor\leftclick.sprite");
else if (Item != null && ActObj.Name != "inventory" && ActObj.Type != "window" && ActObj.CanHandleEvent(Item.Name)) ActObj.SetCursor("sprites\cursor\leftclick.sprite");
else if (Item != null && !ActObj.CanHandleEvent(Item.Name)) ActObj.SetCursor(Game.GetCursor());
else if (ActObj.CanHandleEvent("RightClick") && !ActObj.CanHandleEvent("LeftClick")) ActObj.SetCursor("sprites\cursor\rightclick.sprite"); // rightclick
else if (ActObj.CanHandleEvent("RightClick") && ActObj.CanHandleEvent("LeftClick")) ActObj.SetCursor("sprites\cursor\bothclick.sprite"); // both
else if (ActObj.CanHandleEvent("LeftClick")) ActObj.SetCursor("sprites\cursor\leftclick.sprite"); // left, needed?

Well I was able to get it to work, but since I ignore further Leftclicks when the "run" Animation is playing I cannot cancel a running action or change direction while clicking further. So I must wait until he reaches his destination :(

This has been done in many adventure games, like So Blonde, where if I click really fast (many doubleclicks after another) the character runs smoothly until it reaches it's new destination, which is set at every doubleclick.

In WME my character twitches, because it wants to start the "run" Animation every time I double-click.

In the Wintermute Demo Game "Art of Murder" the character just switches back and forth from walk to run to walk, etc. (1x walk 2x run 3x walk 4x run and so on).
Not sure if I want to use this way.

Anyone have any ideas?

Technical forum / Re: Using Hint-Icon Layer for windows
« on: July 28, 2008, 08:06:15 PM »
Yes that's what I want to do. Thanks a lot.

Technical forum / Re: Using Hint-Icon Layer for windows
« on: July 28, 2008, 06:48:43 PM »
No, but thx anyway :) I only have one open window. I guess I'll just make extra static controls that act like hint-icons and show over buttons when the window is open.

Technical forum / Using Hint-Icon Layer for windows
« on: July 28, 2008, 05:03:15 PM »

I'm using a hint-icon layer like the one posted in the WME Book :) Problem is, I can't use it for a window, because it is always on top of the created hint-icon layer.
Is there a way to easily make a window draw before the last layer of a scene?

Sure I'll be willing to test it asap :)

I think I am getting this too, switch IdleAnimName to 'lay', then play a 'standup' animation. Then set IdleAnimName to 'idle' again and it jumps to 1st frame of 'standup' really fast like 200ms, even though last frame of standup should transition smoothly to idle.

Forgot to mention 3d-geometrie is used. Table's hotspot is set in sprite, which seems to be correct, since actor can walk behind it, but when he walks further away from it when part of his body is in front of it the table is seen covering the actor. After further testing it has nothing to do with the region that triggers the scene_exit. Is also scene moving actor around in SceneEdit at bottom of screen. The floor region is set... must the floor cover only walking plane in the viewport? or also the whole plane that you can't see offscreen?

Ok, I fixed this by putting free entity into a scene region and stacking the region on top just unter the background layer.


I leave a scene at ActorEntry when stepping into a region. For less than a second I see a free entity table overlap my actor, if the actor is leaving the scene in front and below the table.
Any ideas why this could be happening ?


Technical forum / Re: Query close-up layer
« on: July 17, 2008, 02:57:13 PM »
Very nice! Thx a lot.

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