Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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 - kelmer

Pages: [1] 2
1
Technical forum / Re: Game freezing on playing animations
« on: April 14, 2006, 10:19:29 AM »
Seems to be working fine now (although I coulnd't use the active attribute to make the bogus sprite not visible, so I had to move it off-screen), thanks :D

2
Technical forum / Re: Game freezing on playing animations
« on: April 13, 2006, 02:57:37 PM »
I was just trying to preload my anims just on starting my game, but haven't found the proper method in the language reference (I found LoadSound to preload the sounds, but no similar for animations).

Could you point me to it  :)?

3
Technical forum / Re: Game freezing on playing animations
« on: April 11, 2006, 09:09:51 AM »
The animations have something around 32 different frames, although I repeat some of them up to 64 in some of them. e.g. a character turning his head (32) and then turning it back (+32).

If I preload the animations, won't it freeze the game in the moment I do it? Or should I do it right before the game is started?

4
Technical forum / Re: Game freezing on playing animations
« on: April 10, 2006, 08:05:14 PM »
No, I don't have any sound for the characters at this moment.

But I hope it doesn't get worse if I eventually use them!  ;D

5
Technical forum / Game freezing on playing animations
« on: April 10, 2006, 07:57:40 PM »
Hello again,

I'm having some annoying problem with my game, and can't find any possible reason for it happening.

I have one room with 5 or 6 characters in it, all of them playing some animations at random time to make them look "more alive" (one picking his glasses, another one drinking from a cup of tea, etc.). The problem is that whenever their animations are played, my game gets a short but noticeable freeze and then goes back to normal.

First I thought the problem might be that I'm using too many characters with two many animations,  so I tried reducing the count to two characters just in case, but it's still happening: whenever one of my second characters "loads" its animation to be played, the game freezes for less than a second, and then runs fine. I've tried on several computers, from a Duron 950 to an Athlon 64 3200+, so I don't think it's a matter of hardware.

It's not a critical problem, I know, but it's still annoying and I haven't seen any of this in any other WME game.

Just in case it's useful, I'm using PNG files for the animation frames, their size being somewhere around 150x200.

6
#include "something/something" or #include "something\something"
Both will work.

Alright, that was a mistake of mine, but I was pointing at the "inculde" vs. "nclude"

7
I can't understand what you're asking in your first question, but I can see two mistakes in your parser.script, which may very well be causing the error you're getting.

First is you typed '#nclude "scripts\keys.inc"' instead of "#include "scripts/keys.inc". Also, you left a space when calling the method GetWidget from the self object, it should look "self.GetWidget("desc");". Same with the next functions, Editor.Text, Editor.SelStart, etc.

8
Technical forum / Re: Characters as standalone entities
« on: August 10, 2005, 08:58:16 AM »
Yes, that was the problem, I totally missed the entity region/region thing, I feel dumb now :P

Anyway, it's working nice now, thanks :D

9
Technical forum / Re: Characters as standalone entities
« on: August 10, 2005, 08:43:01 AM »
Yup, here is the entity/region list as I currently have it configured:



"detras_cafe" is the region I created to stick the character to, mesa_cafe is a standalone sprite of the coffee table that must be before the character. I also tried inverting the order of 'em (that is, detras_cafe under mesa_cafe) with the same result.

This is the region as shown on the SceneEditor:




And this is the hotspot on the character's feet:



I tried moving the hotspot all through the character sprites and even under them (on the transparent area), with no improvement.

This is the final result on the game:



10
Technical forum / Re: Characters as standalone entities
« on: August 10, 2005, 08:27:50 AM »
I just tried that (didn't know how to do it before) and it's not working either  :(.

11
Technical forum / Re: Characters as standalone entities
« on: August 10, 2005, 08:03:39 AM »
It's already done like that, I even tried moving the hotspot to various areas in the sprite, with no better result.

12
Technical forum / Re: Characters as standalone entities
« on: August 10, 2005, 04:00:51 AM »
But what region does it belong?

There is no other refernce to the entity in my room or script files other than these two lines I copied from the demo:

global l_black = Scene.LoadEntity("entities\lblackwood\lblackwood.entity");
l_black.SkipTo(908, 261);

13
Technical forum / Characters as standalone entities
« on: August 09, 2005, 10:30:29 PM »
Hi again!

I'm back from some nice holidays and ready to get back at work with my game again ;)

But, once again, I've got another small problem which is driving me nuts:

I'm using a standalone entity for a static (not walking) character, as recommended in the help docs; the problem is that when loading this entity through the file scene_init.script (as done in the demo game) my entity is shown over any other objects, including the main actor. One would normally fix this by moving the entity down in the entity list of the room, but as a standalone entity this has to be called through scripting and therefore is not on the list. So I can see I'm not telling the engine how to draw my character, but surprisingly this is not happening with the OldGuy entity in the demo game and I can't understand why, because I don't find any references to its "drawing priority" in the script file.

I'm sure I forgot to do something though, but can't figure out what, so can you please lead me to it?

Thanks in advance.

14
Technical forum / Re: Savename window
« on: August 02, 2005, 10:02:43 AM »
I know it's been asked before, but maybe new versions have changed it: can I add a small clock animation when loading or saving?

15
Technical forum / Re: Savename window
« on: July 30, 2005, 02:53:49 PM »
Alright, I'm trying to create the editor dinamically when pressing the button "save". This is what I tried first:

Code: [Select]
on "save"
{
  if(SelectedSlot >= 0)
  {
   
    var slot=self.GetWidget(SelectedSlot);
    slot.Visible=false; //Set the current slot button to not visible in order to put the editor before
    var Editor=self.CreateEditor("desc"); //creation of the editor
    Editor.X=slot.X;  //with the same position and size as the original slot button.
    Editor.Y=slot.Y;
    Editor.Width=slot.Width;
    Editor.Height=slot.Height;

    if(Game.IsSaveSlotUsed(SelectedSlot)) //if the slot was already used, we copy the description
    {
    Editor.Text = Game.GetSaveSlotDescription(SelectedSlot);
    }
    SetState();
    on "Keypress"
{
  if(Keyboard.KeyCode==VK_ESCAPE){
                       self.Close();
    }
    else if(Keyboard.KeyCode==VK_RETURN){
  Game.SaveGame(SelectedSlot,Editor.Text);
    }
}
  }
}

But then I realised that you cannot use an event handler within another event handler, so how can I do to make the program save the game when pressing "RETURN"? (also, any other errors you detect on the code, please feel free to correct them :))

Pages: [1] 2

Page created in 0.05 seconds with 19 queries.