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Messages - Mac

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46
Technical forum / About Game.SetGlobalMusicVolume ...
« on: January 31, 2007, 11:20:30 AM »
Hi,

is it possible that Game.SetGlobalMusicVolume only affects music channel 0? I use the following code to crossfade my background music and it seems that the new music file (channel 1) plays at 100% volume until the fading is done:
Code: [Select]
Game.PlayMusicChannel(1, "UI_Back.ogg");
 Game.MusicCrossfade(0, 1, CrossfadeSpeed);

Mac

47
Technical forum / Re: Footstep sounds with distance
« on: January 31, 2007, 10:11:31 AM »
As mentioned above actor.Scale always returns null. Try this:

Code: [Select]
var ActorScale = Scene.GetScaleAt(actor.X, actor.Y);
if (Reg!=null) {
    if(ActorScale < 80) {
       // Play at low volume
    } else {
       // Play at high volume
    }
}
...

Mac

48
Technical forum / Re: Footstep sounds with distance
« on: January 27, 2007, 07:30:15 AM »
Good point Watson! I thought one could read the current scaling factor of the actor from within a script, but it doesn't work as I just found out. So the easiest way will be this:

min_y -> the lowest possible y coordinate in the scene (far)
max_y -> the highest possible y (near)

Code: [Select]
current_vol = (actor.Y-min_y)/(max_y-min_y)*100
But this will only work if you have two scale level bars in your scene.

Mac

49
Technical forum / Re: Footstep sounds with distance
« on: January 26, 2007, 05:01:07 PM »
Maybe you could adjust the volume of the footstep sound according to the actual actor scaling. If the actor scaling is low then he's probably far away and the sample is played with low volume. If the scaling factor is high the sample is played with full volume.

Mac

50
General Discussion / Re: WME String Table Manager beta
« on: December 19, 2006, 12:13:37 AM »
Hi,

I just gave it a try and this will be a very helpful tool. I was about to write something like that, but it would have never been this good. It will make wme just more perfect.  :D

I found a small bug: If you use the scrollbar buttons the borders of the tables mess up. If you click the scroll-up button the horizontal lines disappear and if you click scroll-down the lines are in the text (like strikethrough).

A range selection feature would be very time saving, since there are lot of blocks of 20 lines or such in our project that should be ignored by the tool. And ignoring each of them is quite frustrating with more then 3.000 entries in the list.

Maybe there could be a message saying 'Starting up manager - This could take a while' or something if one click on the 'Manage strings' button. I waited an eternity (nearly three minutes  ;)) and thought it crashed ...

Thank you for this tool.

Regards
Mac

51
Yes, WME flips back to the stand sprite between two animations. You have to create an extra temporary sprite with the start frame of your end animation. Then you change your code as follows:

Code: [Select]
actor.ForceTalkAnim("BeginningAnimation.sprite");
actor.SetSprite("TheNewSprite.sprite");   // Force a temporary stand sprite
actor.Talk("Text");
actor.PlayAnim("EndAnimation.sprite");
actor.SetSprite(null);  // The stand animation resets to your default

You may try it. In most scenes of our game it works. In some scenes not. Don't know why.

Mac

52
You mean talk sprites, right?

There is a method called ".ForceTalkAnim()". So if you want to have your actor using special animations at the start and the end of your dialogue try something like this:

Code: [Select]
actor.SetTalkSprite("LoopedAnimation.sprite");
actor.ForceTalkAnim("BeginningAnimation.sprite");
actor.Talk("This is the start.");
actor.Talk("Here I talk using the looped animation.");
actor.Talk("Here again.");
actor.ForceTalkAnim("EndAnimation.sprite");
actor.Talk("This is the end. Good bye.");

It only works for the talkline directly following the ".SetTalkAnim" call.
I hope that's what you wanted to know.

Mac

53
Community bulletin board / Re: Do you actively use WME for game creating?
« on: November 25, 2006, 11:04:24 AM »
Hi,

I voted for the "huge sized independent". We will release our game in two halfs. The first half has a playtime of round about 8 hours of gameplay now so it would fit to "medium sized", but with the release of the full game it will be much more than 10 hours so I chose "huge".

Mac

54
Game design / Re: A tune from planet Vermis ...
« on: November 21, 2006, 05:18:47 PM »
Sorry,

I'm currently working on my homepage. I changed the link in the first post, so it should work now.

Mac

55
Game design / Re: A tune from planet Vermis ...
« on: October 11, 2006, 08:45:05 PM »
Sure. I could have made an english translation myself and I think it could really have been 'understandable', but I'm sure it wouldn't have been funny. We have a lot of "word-gags" in the game that would have been lost. A proofreading afterwards is not enough in this case. Today I was contacted by someone who send me a sample translation of a quite hard to translate dialogue. And I have to say that he did a great job. It was impossible to bring the gags into english easily, so he built in "english" gags. For examples he made our carpenter say: "Wood the hell" and "better log next time". I think that's really cool and I believe that's the best way to make a good english game, too. The german version still makes me laugh and that's exacly what the international version should do - make you laugh.

Mac

56
Game design / Re: A tune from planet Vermis ...
« on: October 11, 2006, 10:28:51 AM »
Thanks. We don't have a release date yet. There are a few things left to do. Some cutscenes, some graphical errors and such thing. And we are still searching for a translator. Despite my initial thought, I think I'll f..k the whole thing up if I do it myself.
I'll let you know when it's time to play (and hopefully laugh).

Mac

57
Game design / A tune from planet Vermis ...
« on: October 02, 2006, 12:24:59 PM »
Hi guys,

for those who are interested: I was visited by the worm rock band 'Iron Wormson' (or were they called Wormy Maiden ... well I don't know) from planet Vermis last week. They recorded a track in my little music studio that will be featured in our little adventure game 'Looky - The adventure'. It's about the planet Vermis legendary Stormworm, one of the local super heros.
And here it is:
Iron Wormson - Stormworm

Have fun
Mac

58
Technical forum / Re: Problems with substrings
« on: October 02, 2006, 11:58:46 AM »
Uh, em,

... sorry, I wasn't able to open my eyes wide enough to see that  ;D...

but now everything is working (not only my eyes but the code).

Thanks a lot
Mac

*banging his head on the desktop for reformation*  ::rock

59
Technical forum / Re: Problems with substrings
« on: October 02, 2006, 11:38:02 AM »
Yes , I see ...

I have written myself a function to let the actor read a number:
Code: [Select]
function SayNumber(Number)
{
  var Zahl;
  Zahl[0]="null";
  Zahl[1]="eins";
  Zahl[2]="zwei";
  Zahl[3]="drei";
  Zahl[4]="vier";
  Zahl[5]="fünf";
  Zahl[6]="sechs";
  Zahl[7]="sieben";
  Zahl[8]="acht";
  Zahl[9]="neun";

  var GZahl;
  GZahl[0]="Null";
  GZahl[1]="Eins";
  GZahl[2]="Zwei";
  GZahl[3]="Drei";
  GZahl[4]="Vier";
  GZahl[5]="Fünf";
  GZahl[6]="Sechs";
  GZahl[7]="Sieben";
  GZahl[8]="Acht";
  GZahl[9]="Neun";

  var Number2=new String("1234");
  Number2=ToString(Number);

  if(Number2.Length>1) {
     for(var Pos=0; Pos<Number2.Length-1; Pos=Pos+1) {
       if(Pos==0) {
          actor.Talk(GZahl[Number2.Substr(Pos,1)]+" ...","ui\looky\zahlen\"+Number2.Substr(Pos,1)+".ogg");
       } else {
          actor.Talk("... "+Zahl[Number2.Substr(Pos,1)]+" ...","ui\looky\zahlen\"+Number2.Substr(Pos,1)+".ogg");
       }
     }
  }
  actor.Talk("... "+Zahl[Number2.Substr(Number2.Length-1,1)]+".","ui\looky\zahlen_ende\"+Number2.Substr(Number2.Length-1,1)+".ogg");
}

I wanted to give the function an integer number as the parameter. I would have changed the code so that my number is stored in a real string object but the number is randomly generated and so I have to use integers instead. Is there no way to let my actor "speak" such a number with the code above?

Thanks
Mac

60
Feature requests, suggestions / Reversing animation in SpriteEdit
« on: October 02, 2006, 02:37:17 AM »
Hi Mnemonic,

would it be possible to have a button, a keyboard shortcut or a menu entry for reversing the whole animation in SpriteEdit. It is very time intensive to turn a 40 frame animation around by clicking every single frame up and down using the up/down arrow buttons.

Thanks
Mac

By the way: Would it be much work to implement dragging the frames up and down in the frame list with the mouse? I think it would make working with sprite edit MUCH more comfortable.

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