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Messages - Mot

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31
Technical forum / Re: Variables lost when saving the game
« on: September 03, 2017, 12:12:12 AM »
Salut ylegrand

I think you misunderstood what Mnemonic wrote.

You can keep the definition of your custom global variable within base.inc:

Code: WME Script
  1. #include "scripts\const.inc"
  2.  
  3. global Scene;
  4. global Keyboard;
  5. global actor;
  6.  
  7. global MyCustomVariable;

Then in a script that is executed only once (such as game.script), you give it the initial value:

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. //setting default values
  4.  
  5. MyCustomVariable=0;

Why should you assign its initial value in a script that is executed only once? Because you don't want to reset its value multiple times (unless that's what you intend), as it would be the case if you initialized it in a frequently called script or in base.inc (that is included by default in many scripts).

Quote
Does it mean that I need to control the existence of my globales eveywhere I use them in my scripts ?

If you define your global variable within base.inc, as you can see above, as long as you include in your scripts this line (which by default comes along in scripts created from a template): #include "scripts\base.inc" you can just go ahead and use your custom global variable.

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. ...
  4.  
  5. MyCustomVariable = somefunction ();
  6. MyCustomVariable = MyCustomVariable + 3;
  7.  
  8. //The initial value is no longer there, now my custom global variable holds the last value I assigned it

Notice the difference between defining a global variable, initializing a global variable and using such global variable.

32
Technical forum / Re: Keep ResponsesBox visible during dialogues
« on: August 05, 2017, 09:32:04 AM »
Salut ylegrand :)

If I understood correctly what you're trying to achieve ...

If you're interested in keeping an image/design in the background (for instance, representing a dialogue box) for the duration of a conversation, you could display a window portraying such image/design, and then use the response box on top of it.

Here're a couple of quotes which you may find useful:

Windows have an "InGame" property (you can set it in WindowEdit). The drawing order is:

In-game windows
Response box
Inventory box
Non-in-game windows

If you mark your window as "in game", it will be painted before the inventory box and the response box.

Code: WME Script
  1. SomeWindow.InGame = true; // or set the property in WindowEdit

33
Game announcements / Re: Demo of my upcoming Silent Footsteps.
« on: July 28, 2017, 01:02:24 PM »
Hej K. Janeway :)

Congratulations on finishing your adventure game !!!

I played the demo to the end and enjoyed it. I got immersed in the atmosphere and the story.

34
Muchas gracias por compartirlo :)

35
Foro técnico / Re: Juegos/ejemplos con el código libre.
« on: June 24, 2017, 08:43:59 PM »
En este post encontrarás la dirección de descarga del código fuente de Beyond the Threshold. Si quieres ejecutar el juego, puedes hacerlo cargando el archivo del proyecto en WME Project Manager, y pulsando el comando Run.

36
Foro general / Documentación de WME en español
« on: June 21, 2017, 02:31:16 AM »
He leído varios mensajes de personas que preguntaban si habían traducciones al español de los diversos documentos de WME en inglés. Jose tradujo hace tiempo gran parte de la documentación y el libro de WME. Y aquí encontraréis la versión traducida de la wiki.

37
Foro técnico / Re: Algo en cristiano?
« on: June 17, 2017, 09:39:17 PM »
Ésta es la wiki a la que se hace referencia en este post.

38
Before finding out about indie games, I liked Broken Sword, The Longest Journey, Toonstruck, Monkey Island (1, 2, 3), Diskworld, Indiana Jones (1, 2), Simon the Sorcerer, Loom, DOTT, ...

39
Game announcements / Re: Little Blog Adventure
« on: June 12, 2017, 08:54:25 AM »
Outstanding work !!! I'm looking forward to Little Blog Adventure :)

40
Game design / Re: Back to the old school
« on: June 12, 2017, 02:29:15 AM »
Thanks for sharing your experience :)

41
Game design / Re: unique adventures, new ways
« on: June 12, 2017, 01:37:22 AM »
Recently I watched a teaser for an adventure game adaptation of Ken Follett's The Pillars of the Earth. After seeing the video, it got me wondering about the subgenre, since it looks as a graphical adventure, however, it feels somehow different. Fast forward the video to 1:35, and you'll see what I saw.

Would you say it's something new? Has anyone seen anything like it?

42
Game design / Re: Score system
« on: June 11, 2017, 08:24:02 PM »
Back then, I didn't pay much attention to the score, as I concentrated on the adventure. However, when it was over, checking it out was informative of how much of the game I had let pass by, thus sometimes I would play it again to see what I had missed.

Personally, if I implemented a score system, I would not subtract points for wrong moves - as the player also has fun by trying out silly ideas and getting a clever remark from the main character or something of the sort. Since I'm not the kind of player that would be checking score often (for me the fun it's in the story itself), the amount of points I got per puzzle solved would not matter, just an the average (... out of 150) to be informed of what I'd missed.

Here's a curious approach (to indicate progress) I found in this post:

Quote from: Gini
In Grim Fandango there was a carved-looking drawing on the save game screen, and when you saved or loaded a game, if your game was further along then more of the drawing would be visible and fully focused, while the rest was dim or perhaps completely dark (can't remember now). The drawing itself was of a four year journey of a soul through the 8th underworld, quite parallel to Manny's journey, but with a sense that it's universal to all soul who pass. Later, that drawing also appeared in the game somewhere, something which made the save load screen even more symbolic. Amazing how little parallels and connections can make a difference.

43
Game design / Re: Death
« on: June 11, 2017, 02:32:41 PM »
Perhaps a way to avoid the cons you mentioned would be to include the 'being dead' portion within the main flow of the game, not just as a side game one has to complete in order to return to the main one, but an experience which may help the character in some way - for instance, by gaining knowledge, obtaining some tool, or allowing to solve some obstacle they met with earlier (in a different way, costly or with great difficulty even).

I would not make death a disadvantage from the perspective of gameplay, rather that it plays in the plot as an apparent disadvantage. For example, earlier your character was haunted by monsters/hallucinations, now they may have to deal with the unknown hereafter reality (real or product of their mind).

44
Scripts, plugins, utilities, goodies / Zoom
« on: June 10, 2017, 02:07:59 PM »
This morning, I was fooling around with WME, animating tiny characters in their tiny outfits walking around their tiny world, and I saw the need to zoom in to see better what I was doing. So after an internet search, I found this program called DesktopZoom which has proved to be useful in order to be precise while shaping regions, placing waypoints, hot spots, ... as it allows to zoom in and out on the screen (Ctrl key+mouse wheel) and keep interacting with SceneEdit/SpriteEdit.

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