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

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Messages - Azrael

Pages: 1 2 [3] 4 5 ... 11
Technical forum / Re: restricting actor to part of the floor
« on: September 02, 2013, 08:31:35 AM »
In a 2.5D game with geometry.
In a 2D game (but also in a 2.5D work) you have to create 2 floor and put the desk between them.

Something like that:
- floor for receptionist
- image of the desk covering the receptionist
- main floor

Also you could "cut" the receptionist image :)

Technical forum / Re: Writing a quatation in WriteLine
« on: August 23, 2013, 09:42:42 AM »
Yes you have to use an escape character, if i remember correctly it's the ~.

So it shoudl be:
Code: WME Script
  1. myFile.WriteLine("I said ~"Hello~", but he did not hear me.");

Technical forum / Re: Changing sprites by scripting
« on: August 20, 2013, 07:11:18 AM »
It depends how many objects and how many scenes i guess :)

Another way would be creating entities via script, so you can create them dynamically. But you have to recreate them each time you load the scene storing the name of the object and the X and Y coordinates on the scene's global variable.
Keep in mind that loading the sprite for the objects can take some time (it depends on the size of the image and if it's animated) and the game can froze while loading.

So i think that if there are few objects and few scenes, and you know exactly where you can take/drop some objects and where not, using an entity already created would be ok.
Otherwise if you have a lot of objects/scenes it would probably better to create them via script (using methods and functions). It could be a bit tricky at the beginning but after you have the code you can use it for any object/scene, don't matter how many they are.

Technical forum / Re: Does WME supports normal maps?
« on: August 19, 2013, 10:12:36 AM »
For our game we try to keep a max ok 15/16k poligons per scene and it seem to work. Keep in mind that also the geometry of the scene count.

Game announcements / Re: Oknytt, an adventure through Swedish folklore
« on: August 15, 2013, 03:45:35 PM »

Already tried some times ago and honestly i don't like it too much ;)

One little program that i found very useful:

It allow you to search a string inside every file in a folder (and sub-folder obliviously :) ) and tell you the file that contain that string. In that case you could have found all the file with "slash_right" in some seconds ;)

Technical forum / Re: scene template
« on: July 08, 2013, 07:29:53 AM »
Go where you have install WME, for example C:\Program Files (x86)\WME DevKit .
Here there is the template folder, inside there are folders for each template (actors, scenes, sprites ...).

Inside scene folder you can create your own folder for you scene and place your files.
After that you have to change the name of the scene to "$$NAME$$.scene" so it take the name that you choose when you create the new scene with this template.

Also you have to change something inside your "$$NAME$$.scene" file and "scene_init.script".

In $$NAME$$.scene usually you have to change the name of the scene and the path of the things related to the scene:

Code: WME Script
  1. SCENE {
  2.   NAME="$$NAME$$"
  3.   CAPTION=""
  4.   SCRIPT="$$BASE_PATH$$\scr\scene_init.script"
  5.   SCRIPT="scripts\scene.script"

And also the path for the background:

Code: WME Script
  1.     ENTITY {
  2.       NAME="background"
  3.       CAPTION=""
  4.       ACTIVE=TRUE
  5.       X=0
  6.       Y=0
  11.       SPRITE="$$BASE_PATH$$\background.bmp"
  12.     }

If you have other elements that are scene's folder related change them.

Inside your "scene_init.script" you have to change your actor var in $$ACTOR$$ and your scene's state var in State$$NAME$$, for example:

Code: WME Script
  1. #include "scripts\"
  3. // here comes the stuff which initializes the scene
  5. $$ACTOR$$.SkipTo(400, 400);
  6. $$ACTOR$$.Direction = DI_DOWN;
  7. $$ACTOR$$.Active = true;
  10. ////////////////////////////////////////////////////////////////////////////////
  11. // scene state
  12. global State$$NAME$$;
  15. // default values
  16. if(State$$NAME$$==null)
  17. {
  18.   State$$NAME$$.Visited = false;
  19.   // add scene states here
  20. }
  24. ////////////////////////////////////////////////////////////////////////////////
  25. // setup scene according to state variables
  29. ////////////////////////////////////////////////////////////////////////////////
  30. if(!State$$NAME$$.Visited)
  31. {
  32.   State$$NAME$$.Visited = true;
  34.   // this is our first visit in this scene...
  35. }

Last thing you need the "_template", copy it form another template, open it with an editor and change the description.

About the setup window no, is not possible. Probably the only way would be take the WME source code and change it.

Not tested but:

Code: WME Script
  1. var Red = GetRValue(actor.AmbientLightColor);
  2. var Green = GetGValue (actor.AmbientLightColor);
  3. var Blue = GetBValue (actor.AmbientLightColor);
  4. var Alpha= GetAValue(actor.AmbientLightColor);

Should work.

Technical forum / Re: Shadow direction
« on: June 24, 2013, 06:28:26 AM »
Don't know why it can't, but you can create a script that dynamically change the position of the shadow according to a fixed point.

About the shadow color you can use:

Code: WME Script
  1. actor.ShadowColor = MakeRGBA(0, 0, 0, 120);   //or the RGBA you want

Technical forum / Re: Set an Omni light position in code?
« on: June 24, 2013, 06:24:06 AM »
No, the only thing you can do with light are enabling/disabling, know if a light is enabled or not, change/get the light color and get his position.

Technical forum / Re: Global variable question in tutorial
« on: May 27, 2013, 07:20:43 PM »
And in the same way without the !:

Code: WME Script
  1. if (doorClicked)

is the same than:

Code: WME Script
  1. if (doorClicked == true)

Technical forum / Re: Global variable question in tutorial
« on: May 27, 2013, 06:24:08 AM »
Code: WME Script
  1. if (!doorClicked)

It's the same than writing:

Code: WME Script
  1. if (doorClicked != true)

So probably there is one script on the door that once the player have clicked no it will set the global doorClicked to "true".

Or you can use a blocked region that disappear once the bridge is "available" quite in the same way as keybone wrote ;)

Game announcements / Re: Face Noir
« on: March 18, 2013, 10:14:46 AM »
Finally we can announce the english version :)

Thanks to Phoenix Online Studio we will publish the english version of the game this summer:

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