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Messages - anarchist

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Technical forum / Re: 2.5D Items that hide the actor
« on: February 17, 2011, 12:34:38 PM »
Ok now it is clear thanks a lot Spellbraker and Mnemonic.

Technical forum / Re: Blurring the background
« on: February 17, 2011, 09:25:10 AM »
Hmm that is a very good idea. Do you mind if I try to make something similar?

Technical forum / Re: 2.5D Items that hide the actor
« on: February 16, 2011, 01:23:49 PM »
Thanks for your response Mnemonic but you haven't really answered my question  :-\

Is the hidden geometry enough to hide the actor from objects in front of him or do I have to use one of the two methods I have discovered so far?

Technical forum / Re: Catching mouse left click while executing script
« on: February 16, 2011, 01:20:41 PM »
Hm, it's hard to tell what's wrong there. Is it necessary to use GoSystemExclusive for captions? That one is intended mainly for system windows (save/load, settings etc.), because it freezes the game.

It's not actually "captions". We have a dialogue interface, with portraits of the two "participants" (our actor and another NPC) shown above and below the screen, where the dialogue will be written next to their portraits. We will have not only dialogue choices for the user to choose but also items that the player will show or ask about. I used .GoSystemExclusive() because I wanted the game to freeze, so that clicking will not make the player move around.

If you have something else to propose I will be more than happy to hear it. As for why the game hangs, perhaps it is a bug of the engine? I can send you some source to check it out if you are willing to help me further.

Technical forum / Re: Blurring the background
« on: February 16, 2011, 11:49:45 AM »
Well that doesn't seem as a very good solution. Yes the result will be exactly what you need but you will have to create a blurred background for EVERY scene where the inventory can be used. Then, whenever the inventory is opened you will need to check in which scene you are and set the proper background for the Inventory window. Or am I talking bull...t?  ???

Technical forum / Re: Blurring the background
« on: February 16, 2011, 11:20:54 AM »
BTW in your screenshot it seems that you have achieved the blurring effect. Is this image modified so you can show us what you need to do?

Well the method I mentioned is ok for our project but if you find a solution that gives a nice blurring effect we might use it too  :)

Technical forum / Re: Blurring the background
« on: February 16, 2011, 10:39:47 AM »
We try to do something similar. You haven't mentioned this but I assume you use a window for your inventory. You can create an image with the dimensions of your inventory window (which must match the dimensions of your scene). Set the colour as black (or any colour you wish) and make it transparent (you can achieve this with an image application, we use GIMP). Then you can set it as background of your window and when you open it its transparency might give you the effect you need.

Technical forum / Re: 2.5D Items that hide the actor
« on: February 15, 2011, 06:11:13 PM »
Thank you Spellbraker. I have checked the wme_demo_3d that comes with WME Dev Kit and I have noticed that it uses the "common" way of adding a sprite entity in the scene as a free entity. This seems enough to let the engine know when to hide the 3D actor.

Sure you can put them into the geometry file too.
In general, the rendered scene and a correct geometry file should be enough.

I want to believe you but neither demo shows what you claim  ::) If the geometry file is enough then why use the methods in the two 3D demos? Is it because the geometry file takes up resources when the game is run?

Technical forum / 2.5D Items that hide the actor
« on: February 14, 2011, 02:13:34 PM »
Our graphics designer has almost finished the first scene and it is about time to tell him what to deliver. But I got a bit confused as to what and how to deliver. My confusion was increased when I saw this otherwise excellent 2.5D demo

In the demo mentioned above, they have their background image and a separate image (which is rendered last in the scene) with the items that hide the actor. Is this really necessary? I thought that when we export the simple 3d model of the scene (the .3ds file), those things were done automatically.

So, what do we need to export to have everything required to build and start scripting our 2.5D scene?

Done / Re: Debugging console Wathces
« on: February 14, 2011, 08:12:17 AM »
 ::slug sorry for that, I've just used it and it work perfectly.

Technical forum / Re: Catching mouse left click while executing script
« on: February 13, 2011, 09:49:40 PM »
I tried placing the following piece of code inside dialogue.scirpt (which is attached on the dialogue window through window editor):

Code: [Select]
on "LeftClick"
var ActObj = Game.ActiveObject;
if(insideDialogue == true){
dlgMouseClicked = true;
if(ActObj != null){

This seems to work but after clicking 4-5 times the game gets stuck and I have to manually close it through task manager. It also gets stuck if I click somewhere in the dialogue window as soon as I open it.

Technical forum / Re: Catching mouse left click while executing script
« on: February 13, 2011, 09:24:39 PM »
Unfortunately it doesn't work. I should mention that the dialogue interface is a window which opens with window.GoSystemExclusive(). Perhaps the event is caught somewhere else?

Technical forum / Re: Catching mouse left click while executing script
« on: February 13, 2011, 04:59:48 PM »
Well it seems very obvious now  ::)

To add to your response, I guess the "wait for mouse to click to continue dialogue" could be implemented like this:

Code: [Select]
using another global variable.

Thanks for your constantly quick responses.

Technical forum / Catching mouse left click while executing script
« on: February 13, 2011, 04:34:00 PM »
We are trying to make a dialogue window, where the player will select the proper dialogue option and then the dialogue will be slowly written on the dialogue box. Here is my test code so far:
Code: [Select]
var text = new String("This is a test for writting the dialogue on the dialogue window.");
var tempText = new String("");
var dialogue = notepadWindow.GetControl("textDiagolueUp");
for(var i = 0; i < text.Length; i = i + 1){
tempText = tempText + text.Substring(i, i);
dialogue.Text = tempText;

Now I am trying to do two things. First, while the dialogue is written, if the player presses left mouse button I want the dialogue text to be completed instantly.

Then, when the dialogue is finally shown, I want to wait again for the left mouse button to be pressed to write the next piece of dialogue for the second participant.

Any ideas on how to achieve this?

Technical forum / Re: First Person tutorial?
« on: February 11, 2011, 10:00:22 AM »
I know you mentioned that the WME Book confuses you but I strongly urge you to start reading it, at least the parts that you currently do not understand. It is not complete yet but it will give you a general idea. As Spellbreaker said, after you learn the basics, it will not be difficult to turn a third person game to first person.

Perhaps some regular posters who have worked on 1st person games can help you further (like metamorphium who has created Ghost in the sheet).

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