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Topics - Kaz

Pages: 1 ... 3 4 [5]
61
Technical forum / How to check if a sprite is running and stop it?
« on: March 08, 2008, 05:28:51 PM »
Hi all

I set a sprite running in an entity like this:
a = "MySprite.sprite";
b = Scene.GetNode("SpritePlace");
b.SetSprite(a);

Which works fine, but I can't figure out how to check if the sprite is running and then stop it. I guess it must be something to do with querying the entity? I've put 'Stop Sprite running' into the forum, but nothing seems to point me to the answer. Can anybody help?

Thanks

Kaz

62
Technical forum / loop avi as a background
« on: March 03, 2008, 11:15:15 AM »
Hello all

I have a scene of a pond that contains a lot of water. To make this ripple, I've used a program that outputs an AVI (I'll worry about OGG later, that's a whole other bunch of difficulties).

Now I want to use that AVI as my background and have it loop constantly while in that scene.

I've checked the documentation and PlayVideo(Filename, Type, X, Y, FreezeMusic, SubtitleFile) appears not to have a 'loop' option.

So I checked the forums and found this:
var video;
video.PlayVideo("Video\MP10W.avi",true,,);
but all that does is give me a script compiler error.

With the game design of 'Rhiannon', if we can't do looping videos, we're stuffed, and we're due to go to beta in May.


Thanks

63
Technical forum / Global variable becoming corrupted?
« on: February 20, 2008, 11:00:46 AM »
I have a scene_init that sets a global variable to contain the letter "A". I then pass that variable to another script to make that "A" part of the name of a sprite entity, then display the entity. But the "A" never gets there. When it arrives, it's a "D". I've commented out everything else but the departing Game.Msg and the arriving one both show that the variable has changed en route.

scene_init is:

// setup scene according to state variables
global CL = null;
global CN = null;
CL = "A";
Game.Msg("At scene_init, CL is " + CL);
CN = 4;
this.AttachScript("scenes\01_Forecourt\X11E_Zm_lock\scr\Combo_Disp.script");
//CL = "B";
//CN = 9;
//this.AttachScript("scenes\01_Forecourt\X11E_Zm_lock\scr\Combo_Disp.script");
//CL = "C";
//CN = 8;
//this.AttachScript("scenes\01_Forecourt\X11E_Zm_lock\scr\Combo_Disp.script");
//CL = "D";
//CN = 6;
//this.AttachScript("scenes\01_Forecourt\X11E_Zm_lock\scr\Combo_Disp.script");

display script is:

#include "scripts\base.inc"

global CL;
Game.Msg("At Combo_Disp CL is " + CL);
global CN;
var NumRef;
var CR;
var ItemNormal;

NumRef[0] = "0";
NumRef[1] = "1";
NumRef[2] = "2";
NumRef[3] = "3";
NumRef[4] = "4";
NumRef[5] = "5";
NumRef[6] = "6";
NumRef[7] = "7";
NumRef[8] = "8";
NumRef[9] = "9";

// Display the next number in this column
CR = CL + NumRef[CN];
Game.Msg("CR contains " + CR);
ItemNormal = Scene.GetNode(CR);
ItemNormal.Active = true;

// What was the last number in this column?
//CN = CN - 1;
//if(CN < 0)
//  {
//  CN = 9;
//  }
// Switch it off
//CR = CL + NumRef[CN];
//ItemNormal = Scene.GetNode(CR);
//ItemNormal.Active = false;

// Initialize
//CL = null;
//CN = null;
//CR = null;

I'm at a loss - to me it looks like a simple corruption. What have I missed?

Thanks

Kaz

64
Technical forum / Water animations - any ideas?
« on: January 06, 2008, 08:18:30 PM »
Hi all,

We have ponds and streams in our game and we're using particle emitters to animate them. The effect is good, but not perfect (although we realise that could be down to the accuracy of the sprite we're using). Anybody got any ideas for ways to effectively animate water?

For example - the particle emitter imposes an effect on top of the water in a 2D picture - could we perhaps move the pixels in the scene directly, the way it's done in Adventure Maker for instance?

Thanks,

Kaz

65
Technical forum / graphics resolution using graphic/text in a window
« on: January 06, 2008, 03:32:50 PM »
Hi

I'm having a problem with the look of a textbook I'm trying to place in my game. It's made up of individual pages of text and graphics. It all looks fine in the Windows editor but once in the game, the text becomes pixellated.

Tech detail: game at 1024x768, Window matches graphic actual size at 618x402, PNG transparency.

Anybody got any ideas what may be causing the graphical display difference between the Windows editor (OK) and the in-game view (pixellated)?

Thanks.

Kaz

66
Technical forum / full screen view shifting backgrounds to the right
« on: October 17, 2007, 02:30:48 PM »
Hi

I'm sure this is something simple that I've not done but here is my current problem...

I began my game project using 800x600 jpg's for my backgrounds so set the resolution height and width to 800x600 in the start up settings and in all the SceneEdits. However, having compared these settings with backgrounds which are rendered at 1024x768, the higher res backgrounds appear sharper (presumabley because they are not being stretched quite as much in full screen). So I decided to change the game settings to 1024x768 and replace all my backgrounds accordingly.

Having done this - i.e. altered the start up width and height and gone through each scene and altered them all to 1024x768 - I now find that when I test the game in debug mode the backgrounds are not sitting in the middle of the screen - there is a line of blank screen about half a centimetre wide on the left and there is about the same amount of the background missing on the right. Same thing at the top of the screen.

I've checked that the position of each background is at 0, 0 coordinates so that's not the problem.

Can anyone suggest why this is happening?

Thanks


67
Technical forum / WME 1.8 keeps crashing
« on: October 02, 2007, 11:58:08 AM »
Hi

I have been working on the previous version of WME with no crashing problems but having downloaded version 1.8, it has started crashing and giving the following error report "Microsoft Visual C++ Runtime Library, Runtime Error! This application has required the Runtime to terminate it in an unusual way. Please contact the application support team for more information".

All I'm trying to do when it crashes is load a sprite in SceneEdit which I've already saved in the a file in the game I'm creating. I'm using Vista. Is it me, or has anyone else had this problem?

Thanks

68
Technical forum / Scrolling text
« on: September 05, 2007, 01:58:41 PM »
Hi, I'm fairly new to WME and have a question about whether it's possible to simulate scrolling text in an adventure game.

My scene shows a computer displaying emails which can be read by the adventurer. Some of the emails don't entirely fit on the computer screen graphic and so I would like the player to be able to scroll up and down just like you do when reading your own emails on your computer. I've made 'flash' SWF files which do this perfectly but now find that WME doesn't support this (as far as I can tell anyway).

Can anyone suggest a workaround or alternative way of achieving the same effect?

Thanks

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