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Messages - Prote1n

Pages: [1] 2 3
Technical forum / Re: Quick intentory question...
« on: February 14, 2012, 02:25:32 PM »
Could it be possible to rearrange the items.items file and reload it with Game.LoadItems ?

Does the Inventory Window will be updated in real time ?

Technical forum / Re: Entities names ("Entity" postfix).
« on: March 10, 2011, 06:40:56 PM »
you have to use

Code: [Select]
if (Entity.Name =="cheese") .... ;

Technical forum / Re: Layton style game and puzzles in WME?
« on: March 01, 2011, 02:29:52 PM »
Start to define one Scene per background

In each scene , create the "exit" region with an attached script that change to a new scene. Create the region for hidden clues (coins)
Characters that appears in the scene can be managed as entity

As the character is not moving on the  screen, you do not really need to define a actor.

For the puzzle game, most of them are just a list of answer to choose in. Easy to do. The most complex will be the puzzle game with sliding pieces for example

Feature requests, suggestions / Re: Suggestions
« on: February 22, 2011, 03:48:35 PM »
Another suggestion for the pathfinding. This solution is already used in some commercial adventure games

The path network is defined with Nodes, Rails and Area.

  • The Actor is always on the network and cannot go out.This is a better solution for the testing than a large area where you have to check if the character does not walk  on walls or foregrounds ...
  • You could define a specific animation on a rail or area
  • The Blocked Region and Waypoints are no more usefull
  • You can create a network per actor
  • The scale ratio is no more linear. You can play with the perspective
  • Node, Rails and Area can have decoration attributes
  • The scene entity becomes WalkToNode which is automaticaly reajusted when you tweak the network

The pathfinding is calculate like this

Blocking the actor is done thanks to the Active attributes

Feature requests, suggestions / Re: Suggestions
« on: February 22, 2011, 01:20:22 PM »
This will allow the ClipContent in a sprite animation for example

I sometimes  wanted to use Animated Sprite where a subframe appears on the top of the main frame but clipped in the main frame shape .... that is not possible. The only way I found is to use a window wich is a little bit to heavy

The same mask could be use for several entities and that create the benefit to use JPG instead of PNG. Size matters

Feature requests, suggestions / Re: Suggestions
« on: February 22, 2011, 12:18:54 PM »
I'll be happy to try the new version.

I would also add:

 - More flexibilty in the Sprite Editor . Cut and Paste. Possibilty to move a frame to Top, to Bottom ...
 - Possibility to add a background image in the window Editor (usefull for tweaking)
 - Possibility to toggle ExpandString in the window editor with entry ... better visibility and faster language verification

and 2 big ones

 - adding a MASK attributes to an entity. Mask would be a black&white png
 - Video Codec that handle alpha channel ( like FLV)


Technical forum / Re: Blurring the background
« on: February 22, 2011, 10:06:40 AM »
You can simulate a blur effect like this

Code: WME Script
  1. var layer = Scene.MainLayer;
  2. var back = Scene.GetNode ("background");
  3. var background2 = layer.InsertEntity (1,"background2");
  4. background2.SetSprite (back.GetSprite());
  5. background2.AlphaColor = MakeRGBA (255,255,255,50);
  6. background2.X = 4;
  7. background2.Y = 4;

This only works if all the Scene background have the same name and are the first entity in the layer

Feature requests, suggestions / Suggestions
« on: February 22, 2011, 09:52:28 AM »
After finishing my first game, here is a first list of suggested modifications I'd like to see

 - Swap  Fullscreen/Windowed within the game . Actually you have to quit and restart the game
 - In the Window control, function SetTiledImage ans SetTiledInactiveImage
 - Refresh Window aftet a Game.LoadString ( very usefull for the option menu with language selection)
 - Game.StopScrolling();
 - Float in all object.X, object.Y , object.Scale and object.Rotate
 - Scale and Rotate function for each frame in the Sprite Editor
 - Multiple frame selection in the Sprite Editor
 - Scale ,Rotate and AlphaColor attributes for entity in the Scene Editor will able to create nice animation
 - Copy, Cut and Paste Entity in the Scene Editor
 - Possibility to add a Window in the Scene Editor ( VERY USEFULL)
 - Layer.GetNodeIndex() could allow to Insert an entity just after or before a specific node
 - Particles.AlphaStart1 and Particles.AlphaStart2 ( random value of the Alpha when generated) and Particles.AlphaEnd1 and Particles.AlphaEnd2 ( random value of the Alpha when disappeared)
 - SizeHeightToFit that works with multiple lines
 - Character should always start wlaking with the first frame
 - When the Character changes Direction it should keep the same frame number

Hope this helps

Bug reports / Window ClipContent
« on: February 22, 2011, 09:34:03 AM »
The ClipContent attribute stop working when the window is out of the screen

I'm using the ClipContent attribute to display a progress bar in the Inventory bar. When the invenoty is hidden ( scrolled out of the screen) all the sprites that are supposed to be clipped appears on screen

Technical forum / Re: quotation mark
« on: September 23, 2010, 08:12:01 PM »
you're right. there was another mistake in my script

Technical forum / Re: quotation mark
« on: September 16, 2010, 08:40:49 AM »
Syntax Error in the script compilation

Technical forum / quotation mark
« on: September 15, 2010, 02:25:32 PM »
I try to write in a file some text that includes quotation " for exemple Hello "world"

What is the special escape character in WME to create the string

var string = "hello ~"world~""; does not work

Technical forum / Re: Question about actor animation
« on: September 07, 2010, 10:24:48 AM »
That explains why the engine adds a MoveY when the character does not follow a straight horizontal line, but that does not explain why the MoveX is modified

Technical forum / Question about actor animation
« on: September 06, 2010, 09:26:41 AM »
I have done a new walking animation. The character is fine tuned in SpriteEdit so that there's no "sliding effect" on the character.

When I use it in the game in a full 100% ration scene, the character is sliding. It seems that the MoveX and MoveY are not correctly managed . The engine adds some  x and y when the path is calculated for a GoTo action...

Technical forum / Re: The game crashes when changing to the specific scene
« on: September 01, 2010, 03:57:03 PM »
I found a almost systematic crash on Game.changeScene on my side. Perhaps it is similar

In my first scene, I have a very simple Window that I use to display the text on the top of the screen. There is only one control : a static

When I quit this Scene for another Scene. I unload the window ( either manually with Game.UnLoad before Game.Change Scene, either on Scene.ShutDown).

The result is that works perfectly under Windows XP. But under Windows 7 64 bits, sometimes the Game.ChangeScene crashed but not systematically. After several tests I've discovered that I can remove the crash foreever just while adding a comment before Game.LoadWindow .....


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