Please login or register.

Login with username, password and session length
Advanced search  

News:

IRC channel - server: waelisch.de  channel: #wme (read more)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mikael

Pages: 1 ... 6 7 [8] 9
106
Technical forum / Re: Two entity questions
« on: April 05, 2007, 10:32:26 PM »
I'll get right to it.

Thanks!

107
Technical forum / Two entity questions
« on: April 05, 2007, 01:46:09 AM »
Let's say that I wanted a certain entity repeated in all (or at least lots) of the scenes in one game. Is there an easy way to do this?

Is there a way to get the hover effect when I place an inventory item over an entity ONLY when there is a possible action when clicking the inventory item on the entity?

Thanks again,

Mikael

108
Technical forum / Re: Crossfading transition
« on: April 04, 2007, 08:45:33 PM »
OK, thanks.

Mikael

109
Technical forum / Crossfading transition
« on: April 04, 2007, 07:14:28 PM »
Is there any way to crossfade to scenes into one another during scene change?

Thanks!

Mikael

110
Technical forum / Re: Length of subtitle lines
« on: April 03, 2007, 06:48:13 PM »
Perfect!

Thank you!

111
Technical forum / Length of subtitle lines
« on: April 03, 2007, 02:29:02 PM »
Is there any way to control the length of the lines in the subtitles while using the talk method? I find the default somewhat narrow for the 1024x768 resolution, with only four or five words per line.

Thanks,

Mikael

112
Technical forum / Re: Unbelievably basic variable question
« on: April 03, 2007, 02:28:28 PM »
That's interesting. Thanks Metamorphium and Adonf. Is there somewhere I get get more information about coding like this?

Mikael

113
Technical forum / Re: Unbelievably basic variable question
« on: April 03, 2007, 12:31:36 AM »
I got it!

on "LeftClick"
{
  if(myvariable==1) Game.ChangeScene("scenes\scene1\scene1.scene");
  else if(myvariable==2) Game.ChangeScene("scenes\scene2\scene2.scene");
  else if(myvariable==3) Game.ChangeScene("scenes\scene3\scene3.scene");
  else Game.ChangeScene("scenes\scene0\scene0.scene");
}

Right? Please correct me if I'm still doing something stupid here.

Thanks,

Mikael

114
Technical forum / Unbelievably basic variable question
« on: April 03, 2007, 12:07:48 AM »
OK, this is really basic, and I'm kind of embarrassed for asking it, but here goes:

Let's say that I want different things to happen when I left click a certain region entity, depending on which value the variable "myvariable" is set to. I have no problems with the if...else statements, as long as there are only two conditions involved, but trying to use more conditions only makes me confused.

I've tried this:

global myvariable;

on "LeftClick"
{
  if(myvariable==1) Game.ChangeScene("scenes\scene1\scene1.scene");
  if(myvariable==2) Game.ChangeScene("scenes\scene2\scene2.scene");
  if(myvariable==3) Game.ChangeScene("scenes\scene3\scene3.scene");
  else Game.ChangeScene("scenes\scene0\scene0.scene");
}


It doesn't work at all, off course. How the heck should I code this?

Regards,

Mikael

115
Technical forum / Re: Question about 1st person template
« on: March 31, 2007, 05:01:05 PM »
Thanks The Derman and Mnemonic.

Mikael

116
Technical forum / Question about 1st person template
« on: March 31, 2007, 02:17:32 AM »
I'm creating a template for a first person game here, and I still have some basic things to figure out.

1) To get rid of the actor, I put "actor.Active = false;" in the scene.init_script file. Is there any way that I can implement this in the game script, so that I don't have to do this in every single scene?

2) Is there some way to make the scale levels and regions invisible when I load the Scene editor, so that I don't have to uncheck them in the properties tab in every scene?

3) I've touched upon this subject in an earlier thread, but I really have to know before I start my project. The reason that I'm asking is because several of the other game engines I've tried fails considerably in this department: My game will consist of approximately 1,200 "frames", in other words 1,200 scenes. Do this large amount of scenes slow down WME a lot?

Thanks in advance!

Regards,

Mikael

117
Technical forum / Re: Entity connected to variable
« on: March 15, 2007, 12:50:06 AM »
I would never have figured that out for myself. It works now. Thanks Fireside and TheDerman!

Regards,

Mikael

118
Technical forum / Re: Entity connected to variable
« on: March 14, 2007, 05:30:43 PM »
Thanks, but if I change the value of the variable in the same scene as the entity that is supposed to become visible, I have to go to another scene, and re-enter the scene with the entity before the entity gets visible.

Regards,

Mikael

119
Technical forum / Entity connected to variable
« on: March 14, 2007, 01:44:53 PM »
I just need a quick explanation of how I make entity xxx visible only when variable yyy has the value of 1.

Thanks!

Regards,

Mikael

120
Technical forum / Re: Basic question about variables
« on: March 13, 2007, 07:45:16 PM »
... and now it works!

Thanks a million for another relevant and FAST reply. My wife and I have been making these 1st person games: http://www.mdna-games.com/ for some time now, using some other engines. We decided that it's time to look for a new engine (mostly due to the fact that the games created with our current engine are Vista incompatible). After doing an extensive search there was no doubt that WME is the most powerful one (although it has a steep learning curve). I've never been a friend of coding every hotspot, but I guess that it will have to change now.

However, I did hear that the people in the forum and the developer support was great, but I never even imagined that it was this fast, friendly, and to-the-point.

Thanks again, and now back to my own little demo game ...

Regards,

Mikael

Pages: 1 ... 6 7 [8] 9

Page created in 0.119 seconds with 23 queries.