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Messages - Mihulik

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61
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 :)

62
Technical forum / Re: Sprite moving and entity position
« on: July 25, 2010, 07:57:59 PM »
It works well. Even more, your solution is much "cleaner" than my one.
I didn't know if I place an infinite loop into an entity script, it will work. I'm not so much experienced in WME. ;)

So, I thank you again for the working solution and mainly for the new finding. :)

63
Technical forum / Re: Sprite moving and entity position
« on: July 25, 2010, 02:14:58 PM »
Thanks!
I'll try it and let you know whether it'll help me :)

64
Technical forum / Re: Sprite moving and entity position
« on: July 24, 2010, 05:48:45 PM »
Nobody knows?
I've been spending hours on trying to figure out what's wrong.

But I haven't found any problem yet:-/

65
Technical forum / Re: Sprite moving and entity position
« on: July 22, 2010, 10:44:59 AM »
Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. while(true){
  4. var fog = Scene.GetNode("fog");
  5.  
  6. if(fog.X <= -2142){
  7. fog.X = fog.X + 2142;
  8. }
  9.  
  10. Sleep(20);
  11. }

I attach the script when a scene is initializing:
Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. Game.AttachScript("scenes\Obzorye_Island-Beach\scr\Fog.script");
  4.  
  5. if(Game.PrevScene == "Obzorye_Island-Mountain_path"){
  6. actor.SkipTo(1423, 330);
  7. actor.Direction = DI_DOWN;
  8. actor.Active = true;
  9. }
  10.  
  11.  
  12. Scene.SkipTo(actor);
  13.  
  14. on "SceneShutdown"{
  15. Game.DetachScript("scenes\Obzorye_Island-Beach\scr\Fog.script");
  16. }


And detach it when the scene is shooting down:-)

The sprite is set in this way:

66
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!

67
1)I didn't find AttachScript method in Scene object so I asked. However, I'll try it.
2)It's what I need!
3)I was afraid that it's the only one option. Never mind.

Thank you:-)

68
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!

69
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

70
Game announcements / Re: ALA-NOVE: experimental project.
« on: October 30, 2008, 08:05:19 AM »
Hi,
your pictures have interested me. They are looking very originally.
I have two questions.
Are you going to make your game 2D or 2.5D?
Have you got completed design document or just these pictures?

71
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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