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Messages - SOLO

Pages: [1] 2
1
Technical forum / Quick Time Events
« on: January 08, 2018, 02:15:43 PM »
Hi,
    Has anyone done a QTE in their projects or games? I am thinking of having a go at doing one to see if WME could pull it off for a future project idea.

I expect you would need to do Sprites rather than Theora videos or could you do say 3 Theora videos, x1 for the good outcome, x1 for the bad outcome and x1 for the default outcome.

Play the default outcome to a point.
Ask for PLAYER INPUT on screen - Right Mouse button or Left Mouse button or both mouse buttons.
Then play good outcome or bad outcome depending on the choice from the player and it is in time.

Any pointers or demo's would be appreciated.

Muties Rock  ::rock ::beer ::beer


 

2
Technical forum / Subtitles do not show
« on: June 30, 2017, 03:18:17 PM »
Hi,
I am doing a 2D game and I have a subtitle window that shows at the bottom of the screen and all is fine and subtitles show OK.

But exactly as I load the Options screen and then click on Resume to go back to the game (Close the options screen), and I do an action, the subtitle window appears, sound works, actor animation works but the subtitle text does not show for the main actor.

It is like the text for the main actor is switched off, but I cannot see any code or scripts that do this by opening and closing the options screen.

All NPC characters their subtitles show at all times.

Has anyone had the issue?

3
Piere,
         I have not heard back from you, shall I take it your not interested?

Thanks

4
Game announcements / Myth: A Guff's Tale
« on: March 30, 2016, 02:23:30 PM »
Hi

We're proud to announce our point'n click adventure game - Myth: A Guff's Tale

The game is still in development and we hope to release 4th Qtr 2016......

For more information (screen shots, attraction trailer etc.) please see our website  -  www.myththegame.co.uk


Thank you Mnemonic for the Wintermute Engine. Without it we would not be able to create this type of game. Thanks to all of you for your advice and help here on forum.

Any feedback is most welcome.

Follow us on facebook and stay tuned.  :)

5
Hi Piere,
            Once a demo has been converted of the project to run on IPAD then discussions regarding the full game running on IPAD/Android TABLETS can be addressed which would include costs and payments.


So the answer is yes it would be paid once a demo version converted has been shown.

Thanks for the interest.

6
Hi Forum,
            I am nearing the end of a game project I am creating using WME (only 6 months to go), it is a 2D game and I wish to see how it would work on IPAD, IPHONE, Andriod devices.

So I am on the look out for a person to join the team who has Knowledge of Mac and WME LITE and could transfer the game to these devices.

Web site: www.myththegame.co.uk


Any takers?

Please let me know.

Thanks Forum!


7
Technical forum / Re: Animated Inventory
« on: October 23, 2013, 03:18:52 PM »
Hi anarchist,
                  Yes I have done the same but what I really want is an animated sprite to run first (shows INVENTORY graphic with no items unrolling) and then the fade in of the REAL INVENTORY.

When the player moves the cursor away from the inventory the REAL INVENTORY fades (items fade) it shows the animated sprite behind and then runs another sprite to roll the inventory up.

so to recap you have x1 start inventory sprite (fake) no interaction
                               THE REAL INVENTORY fading in
                               THE REAL INVENTORY fading out
                               x1 end inventory sprite (fake) no interaction   

Hope this makes it simpler to understand, look at it as a book opening (start sprite) then the words appear (inventory items) , then when finished the words fade (inventory items) and the book closes (end sprite)

I can doo all the graphical stuff but the code is another issues hahahahahaha  :D

Thanks for all your help forum!


8
Technical forum / Re: Animated Inventory
« on: October 22, 2013, 05:32:39 PM »
Hi thanks 2.0,

    I have this at the moment - not great on scripting and still learning
This is my INVENTORY script so it fades in and out.


#include "scripts\base.inc"

global Faded;

method FadeIn()
{
 Game.InventoryVisible = true;
 for(var i=1; i<=10; i=i+1)
   {
    this.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
    Sleep(40);
   }
 this.AlphaColor = MakeRGBA(255, 255, 255, 255);
 Faded = true;
}

method FadeOut()
{
  for(var i=10; i>=1; i=i-1)
   {
    this.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
    Sleep(40);
   }
 this.AlphaColor = MakeRGBA(255, 255, 255, 0);
 Game.InventoryVisible = false;
 Faded = false;
}


Any help would be great on the scripting

Thanks

9
Technical forum / Animated Inventory
« on: October 18, 2013, 02:18:37 PM »
Hi,
         I was wondering if it is possible to have an inventory animate initially and then the items fade in, so for example sake the player moves the mouse cursor to the top of the screen and a scroll unwinds down adn then the items appear after the scroll (inventory) is fully open.

I know how to fade the items in but cannot get the animation first then the fade in to happen, the inventory fades in as the scroll is unfolding and it looks wrong.

Thanks for any help on this...


10
Technical forum / Direct control and Scene scrolling
« on: August 21, 2012, 12:42:09 PM »
Hi,
    I have the main actor being controlled by a direct control script and he walks around very well. The problem comes when he walks off the screen it takes a while for the scene scrolling to catch up.

I have tried different methods to speed up the scene scrolling but this either makes the actor sprite shake and look horrible or it makes the scene scroll slower.

How can I get the scene scrolling to be as fluid as the direct control animation?

Many thanks

11
Technical forum / Re: new Direct Control Script idea...
« on: August 15, 2012, 11:19:56 PM »
Hi,
     I am using your Direct Control Script Mnemonic and it works great but I want it only to work when Game.Interactive =true;
I have it at the moment attached in Project Manager should I have it attached to the ACTOR script?

It works to a degree but stops other scripts running properly how can this be overcome, I see from a historic topic the IGORR did this but I cannot figure it out.........

Any help would be great!

As always........ Thanks



Its OK I have sorted this myself with the detach and attach script commands that IGORR mentioned.


12
Technical forum / Re: Menu not closing
« on: June 25, 2012, 04:23:54 PM »
Ah found the issue, I had a duplicate menu script which was in the main path that caused the problem, removing that and all menus working fine now.

Thanks for the pointer.  :)

Regards

SOLO

13
Technical forum / Menu not closing
« on: June 22, 2012, 03:46:42 PM »
Hi,
 I hav created an options menu and all is working apart from when I press ESC to close the window or click on RETURN (which is named close in the window structure) the options menu(window) closes then opens up again, if I click on close or ESC again it closes and stays closed.

I am using the -

 
on "close"
{
Game.PlaySound("sounds\menuclose.ogg"); 
self.Close();
}

Method to close the window.


Any ideas?

Thanks

Solo

14
Technical forum / Re: Can I run this flashlight script within a window
« on: April 13, 2012, 10:47:29 AM »
Dynamically??? how would I do that? and how would that help?

15
Technical forum / Can I run this flashlight script within a window
« on: April 12, 2012, 12:04:59 PM »
Hi Wintermutes,
                       I have this flashlight script that runs great for a scene but I need it to work over a window.

Is this possible?


Here is the flashlight script -


#include "scripts\base.inc"


////////////////////////////////////////////////////////////////////////////////
// a scene region the darkness is going to be stuck to
// create a dummy region and move it to the bottom of the scene nodes in SceneEdit
var ForegroundRegionName = "foreground";


// two images to build the darkness/flashlight overlay
var DarkImage  = "flashlight\dark.png";
var LightImage = "flashlight\light2.png";


// dimensions of the above images
var TileWidth  = 200;
var TileHeight = 200;


// transparency of the "darkness"
// set to 255 for solid black
var Alpha = 180;





////////////////////////////////////////////////////////////////////////////////
// setup
var MainLayer = Scene.MainLayer;

var NumTilesWidth  = MainLayer.Width  / TileWidth  + 2;
var NumTilesHeight = MainLayer.Height / TileHeight + 2;

Initialize();

var LastPosX = -100;
var LastPosY = -100;


////////////////////////////////////////////////////////////////////////////////
// main loop
while(true)
{
   // postion of the light   
   
   Update(Scene.MouseX, Scene.MouseY);
   //Update(actor.X, actor.Y - actor.Height);
   
   Sleep(100);
}


////////////////////////////////////////////////////////////////////////////////
function Update(PosX, PosY)
{
   if(PosX==LastPosX && PosY==LastPosY) return;
   
   LastPosX = PosX;
   LastPosY = PosY;
   
   var LightX = ToInt(PosX / TileWidth + 1);
   var LightY = ToInt(PosY / TileHeight + 1);
   
   var Ent;
   var OffsetX = PosX - Math.Floor(PosX / TileWidth) * TileWidth + TileWidth / 2;
   var OffsetY = PosY - Math.Floor(PosY / TileHeight) * TileHeight + TileHeight / 2;


  for(var j = 0; j<=NumTilesHeight; j=j+1)
  {
    for(var i = 0; i<=NumTilesWidth; i=i+1)
    {
       Ent = Scene.GetNode(i + "-" + j);
         
       var NewSprite;
       if(i==LightX && j==LightY) NewSprite = LightImage;
       else NewSprite = DarkImage;
       
       if(Ent.GetSprite()!=NewSprite) Ent.SetSprite(NewSprite);
       
       Ent.X = (i - 2) * TileWidth  + OffsetX;
       Ent.Y = (j - 2) * TileHeight + OffsetY;
    }
   }

}


////////////////////////////////////////////////////////////////////////////////
function Initialize()
{
  for(var j = 0; j<=NumTilesHeight; j=j+1)
  {
    for(var i = 0; i<=NumTilesWidth; i=i+1)
    {
       var Ent = Scene.CreateEntity(i + "-" + j);
       Ent.X = (i - 1) * TileWidth;
       Ent.Y = (j - 1) * TileHeight;       
       Ent.Scalable = false;
       Ent.Colorable = false;
       Ent.Interactive = false;
       Ent.SetSprite(DarkImage);
       Ent.AlphaColor = MakeRGBA(255, 255, 255, Alpha);
       Ent.StickToRegion(ForegroundRegionName);
    }
  }
}

Can someone help please?

Many thanks

Regards

Solo



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