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Topics - Mihulik

Pages: 1 [2]
16
Technical forum / The game crashes when changing to the specific scene
« on: August 30, 2010, 02:14:55 PM »
Hi,
I have a weird problem.
The game crashes when I want the game to be changed to the scene B.
However, it occurs only if the game is changed to the specific scene B. If the game is changed to another scene, it works well.


The script that changes to the scene B is:
Code: [Select]
#include "scripts\base.inc"


on "LeftClick"{
actor.GoToObject(this);
if(Game.IsItemTaken("flaming torch")){
Game.ChangeScene("scenes\Obzorye_Island-Svitava_Complex-Underground_corridor\Obzorye_Island-Svitava_Complex-Underground_corridor.scene");
}
else{
actor.Talk("inventory-08-special-04");
}
}

The scene-init script of the scene B is:
Code: [Select]
#include "scripts\base.inc"

Game.Interactive = false;

if(Game.PrevScene == "Obzorye_Island-Svitava_Complex-Main_hall"){
actor.SkipTo(458, 762);
actor.Direction = DI_UP;
actor.Active = true;
actor.Talk("inventory-08-special-02");
}
else if(Game.DebugMode){
actor.SkipTo(516, 723);
actor.Direction = DI_DOWN;
actor.Active = true;
actor.Talk("The scene has been chosen as the startup scene in the debug mode...");
}


Game.Interactive = true;


Moreover, when I set the scene B as the debug startup scene, it works well too.


I'm really confused. I'll be very glad if anyone give me advice :)

17
Technical forum / Two overlapping buttons with transparent images
« on: August 09, 2010, 01:38:05 PM »
Hi,
I've been trying to figure out this problem for a few hours but I haven't been successful yet...

I have a menu that contains a irregular graphic and two buttons lies in the graphic.


Each of those buttons is represented by a transparent image.
However, because button entity is represented by a rectangular area I can't approximate shape of the images.

I need to do something when player clicks on one of those buttons. However, when I try to click on the overlapping area, the button that has higher z-order receives the event even if I've clicked on the image of the opposite button.

I've tried to set the "PixelPrecise" property of the buttons on true but it didn't change anything.

Is there any convention way how to handle it in WME?


I know my description of the problem is a little confusing but I believe the image I've attached with the post is more descriptive :)

18
Technical forum / Indivisibility of function's calls of a plug-in
« on: August 07, 2010, 11:38:23 AM »
Hi,
I'm wondering whether calling of a function/method of a plug-in from a script is indivisible or not.
Maybe it will be better if I show you an example. :)

Let's suppose there are a method A and a method B in a plug-in.
The methods share a data set (for example two variables).
The method A modifies the data set and the method B reads that data set.
The method A is called in a game main loop and the method B is called when a LeftClick event is trigged.

And now suppose this situation:
The loop has got in the method A and the method has started doing its job.
However, a LeftClick event is trigged during its job.
So, the method B should be called.

I need to have guaranteed that the method B won't be called until the method A has finished its job.

Does WME guaranteed that thing?

I haven't found that information in the documentation but I think it's an important information for developing a plug-in.


I hope I've explained the problem in the understandable way.

Thanks for replies :)

19
Technical forum / Sprite moving and entity position
« on: July 22, 2010, 08:14:14 AM »
Hi,
I'd like to have an entity which is moving over a screen.
So, I made a sprite by SpriteEditor, added an image, set looping on true and set "Move by" on -3/0.
In SceneEditor I connected that sprite with an entity.

In a loop I check a position of that entity.
However, the entity X property is always 0.


I need to check whether the entity X property has some value and if so, I wanna change something.


I'd be glad of any help. :)

Thanks!

20
Technical forum / Scene's methods overriding and question about Fade out.
« on: December 22, 2009, 01:34:53 PM »
Hi,

1)  Is it possible to override Scene's object methods?

I'd like to do:
Code: [Select]
method ScrollTo(object){
var mainObject = Game.MainObject;
Game.MainObject = null;
this.ScrollTo(object);
Game.MainObject = mainObject;
}


2) When my actor leaves scene I just fade in screen. It's no problem.
However, when I am setting new scene I place actor on right place, turn him and so on. However, I need to fade out screen as long as I am setting scene. Because in some scenes (maybe if they load so quickly?) I see how actor is turning and so on.
I could set longer fade out time of course but I am hoping that better approach exists.

3) Is it possible to change default fade in/out time? I haven't found this option yet.


Thank you!

21
Help wanted and offered / Programmer offers his help
« on: October 29, 2009, 09:31:31 AM »
Hi,
I am 18 years programmer from Czech Republic. I haven't got lot of experiences with WME script but I have working on several C++, C# and Java projects. So that fast learning to simple WME script is not problem I think.
I am looking for some interesting adventure project that need programmer help.

Best regard,

Zdeněk Mihula

22
O co vlastně jde?
XY(hra ještě nenese žádný název) je klasická point-click 2D adventura. Těžištěm hry je silný příběh, který je podáván syrovým, mrazivým způsobem. Příběh obsahuje řadu alegorických prvků. Cílem příběhu je, aby hráče vtáhl do děje, dýchal atmosférou, a hlavně, aby hráč po dohrání (nebo během něj)  přemýšlel, co vlastně bylo podstatou a snahou díla.
   Se samotnou tíživou atmosférou díla jde ruku v ruce i grafické ztvárnění děje. Hra je ztvárněna strohým černobílým noir stylem. Výjimkou je ztvárnění postav, které jsou na rozdíl od prostředí ve kterém se pohybují, plně prokreslené a barevné. Cílem grafiky není složitě prokreslovat nejrůznější detaily scény. Naopak-cílem výtvarného pojetí je navodit patřičně depresivní náladu hráče. Zvolené grafické pojetí ovšem nesvádí k pocitu odfláknutí. Naopak-grafika má být pojata minimalisticky, ale se zachycením všech důležitých detailů, aby prostředí dýchalo svým temným životem.
   Zvuková/hudební stránka díla je pojata v duchu zbytku, a tudíž by zvuky/hudba neměli hráče rušit, pouze udržovat patřičnou atmosféru. Hráč by si po skončení hraní neměl "broukat" hudební melodii ze hry, naopak by měl přemýšlet, co to tam vlastně hrálo. Zkrátka zvukový/hudební doprovod by měla být jen jakási kulisa v pozadí, která plní svůj účel, ale nic víc se od ní nečeká.
   Ovládání hry probíhá pouze pomocí myši. Levým tlačítkem hráč pohybuje postavou a případně použivá/mluví s aktivním předmětem. Pravým tlačítkem myši dochází k bližšímu ohledání/prozkoumání předmětu.
   V průběhu hry potká hráč několik zajímavých postav, navštívá rozličná místa a vyřeší řadu hlavolamů. Zárove

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