Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - superman95

Pages: [1]
1
Help wanted and offered / programmer looking for work
« on: October 16, 2005, 09:32:14 PM »
I'm programmer looking to join a team if anyone is interested.

I work full time as application programmer and have always been interested in Adventure games.  PM if your team is looking for a programmer.

2
Technical forum / Re: WME 1.5
« on: September 17, 2005, 06:04:05 PM »
Fair enough.  But you should update the tutorial.  There's a large section in step 7 of the tutorial that references this function and how to update the coordinates. 

Quote
This piece of code tells the engine to call the “GoToObject” function and then make the actor to say “Blah”. The GoToObject function has been pre-generated for your convenience and its definition is:

function GoToObject()
{
  actor.GoTo(200, 200);
  actor.TurnTo(DI_UP);
}
 
This function does the following: the actor walks to the 200,200 coordinate within the scene and then he turns “up” (to the north).

We will modify this script to achieve a following behavior: When the user uses a “Look At” icon on the desk, the actor will walk to the desk, turn to face it and then he will say “It’s a sturdy looking desk”.

....


Now we need to change the GoToObject function so that the actor will walk to the correct position in the scene. But how do we get the correct position? Well, the easiest way is to use the actor placement tool again (it’s described in step 6 of this tutorial). Return back to the SceneEdit and close the script dialog (by clicking OK). Press the “Place actor” and select the “molly.actor” file. Now setup the actor to the position where you want him to walk when looking at the desk (remember: you can move the actor by moving your mouse, you can change his direction by pressing the right mouse button and you finally anchor the actor in place by pressing the left mouse button).

OK, we’ve got the actor in place but how do we get his position to the script? Use the “Actor->Copy actor placement” function or press the Ctrl+C hotkey.

The following fragment of code will be copied to the clipboard:

actor.GoTo(544, 638);
actor.TurnTo(DI_UPRIGHT);
 
This code mimics the actor’s placement we just set in SceneEdit. All we have to do now is to paste this code to the GoToObject function in our “desk.scene” script. The function now looks like this:

function GoToObject()
{
  actor.GoTo(544, 638);
  actor.TurnTo(DI_UPRIGHT);
}



3
Technical forum / Re: WME 1.5
« on: September 17, 2005, 05:09:09 PM »
Whenever it created the script it added a commented section that had the movetoobject function.  I uncommented and added the code there.

4
Technical forum / Problems with GoTo
« on: September 17, 2005, 05:45:41 AM »
So, I've been frustrated with AGS....It's scripting leaves alot to be desired.  So, I downloaded WME and have been working through the tutorial.  I got to the script, and followed the tutorial to the letter, but it didn't work.

Here's the part i'm having trouble with:
Quote
The following fragment of code will be copied to the clipboard:

actor.GoTo(544, 638);
actor.TurnTo(DI_UPRIGHT);

That's fine, but when the script executes, she walks to the top right corner of the room, and not in front of the desk.  However, I can put in same coordinates in the SceneEdit and she walks to the right location.

It looks like a bug to me, which is a little discouraging it.  I've used it for 3 hrs, and i've already found an issue.  I hope I'm wrong.  Any insights would be great.
 

5
General Discussion / Engine Ports
« on: September 13, 2005, 05:47:08 AM »
I've been looking into a game project, and have used AGS in the past.  For the new project I need to create some pretty advantaged functionality that the scripting engine does not support, and coding it would be a lot more work than need be.

I just started looking at wintermute and have some questions.  Does anyone know how the scripting engines compare between the two?  one of the things I really liked about AGS is that is now cross platform (with some limitations).  Is there any chance that wintermute's engine will be ported to Mac?  Of course, i'm brand new and I may be wrong, but i'm assuming the game is actually just a data file executed by an interpreter...so it's intirely possibly to port the interpreter?

Pages: [1]

Page created in 0.123 seconds with 21 queries.