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Messages - kypho

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1
Technical forum / Re: fadeColor Property setup, help needed.
« on: September 24, 2009, 05:10:20 PM »
yep, works brilliant :D Thanks!

2
Technical forum / Re: Static Menu
« on: September 24, 2009, 04:56:05 PM »
kicks ass :) no positioning is correct :) thanx Mnem!

3
Technical forum / fadeColor Property setup, help needed.
« on: August 29, 2009, 12:02:20 PM »
Nasty Bug WindowEdit!

I want to use fadeColor, but it bugs :( I heard earlier that this can be rounded by
setting up a property for this, so I am wondering...

How this kind of property is set?

I would like to do following:

When I open my Actions menu the background game screen goes darker and changes maybe color.
When I select an action the game screen comes normal again.

- Kypho

4
Technical forum / Static Menu
« on: August 29, 2009, 11:58:51 AM »
Hi Guys!

I am wondering how I could make static actions menu (where my TAKE, LOOK etc. stuff are).

Now I have following problem

if npc on the right and talk, the actions menu goes out of the screen, so
--> I would like to make it stuck in specific place, Static. for example in the middle of the screen :)

Thanks already

-Kypho ::slug

5
Fixed / Re: Possibly a bug in WindowEdit
« on: August 29, 2009, 11:43:49 AM »
Nasty Bug!

How this kind of property is set?

I would like to do following:

When I open my Actions menu the background game screen goes darker and changes maybe color.
When I select an action the game screen comes normal again.

- Kypho O0

6
Technical forum / Re: Multilevel moving backgrounds
« on: January 05, 2009, 07:13:33 PM »
huh, mnemonic you are so fast that it's starts to be cre3py :D Hehe, thanks mate!

7
Technical forum / Multilevel moving backgrounds
« on: January 05, 2009, 07:04:35 PM »
Okay, I let's think about this...I would like to do the following.... first I would like to have a background with some really far things which you cannot reach and secondly I would like to have a background which you can see too but cannot walk and then a normal background for walking and things. BUT i would like to make those other backgrounds so that they scroll behind the walkable backround little bit, so it makes the feeling of "moving" better. If you know what I mean. At least in vampyre story they use this kind of thing. Is it possible in winter mute?

Then I would also like to have something before that walkable background (like a branch of tree or something) which keeps moving as the actor moves in walkable area :) Is this possible? Anyone know how to tweak the engine to do this?

- Kypho the beginner

8
Technical forum / Re: Making a map functionality to Game
« on: December 28, 2008, 06:00:36 PM »
Thanks Mnemonic, it works perfectly now :)

9
Technical forum / Re: Making a map functionality to Game
« on: December 28, 2008, 04:21:24 PM »
Yeah, that's what I am wondering too, cos can't understand why it doesn't work. But I will try to use that reset thing then...the problem might be something related to the fact that my map doesn't have actor at all, cos I put it non active...but naah, I don't know  0:) 

Thanks

/Kypho the beginner

10
Technical forum / Re: Making a map functionality to Game
« on: December 26, 2008, 09:03:16 PM »
Okay, thanks :) I keep that in mind.

/Kypho

11
Technical forum / Re: Making a map functionality to Game
« on: December 26, 2008, 07:10:17 PM »
okay, here is some info. The map is just a normal scene without actor moving on it (actor is not presented, such as in startmenu for example).
The map contains places which are also region entities which have code to change to the correct scene. Okay so that is how my map works. The map is called by the game.script by pressing M key and also following must be true (IsItemTaken(map))...so you must have a map item to be available to see the map...So when you press the M key and have the map in your inventory the game.script changes the scene to map.scene. That's basically how this thing works for now. The funny thing was that if you press that M key while moving, the region entities in the map doesn't work at all...so you can't move anywhere with that map :( ...It must be something to do with moving cos when not moving the actor, the map works...Well, I hope this helped little bit to get a clue what my map was doing...

/ Kypho the beginner ::hijack

12
Technical forum / Making a map functionality to Game
« on: December 26, 2008, 12:53:31 AM »
Hey again guys!

I made a cool map to my game (basicly just a scene) where you can go to different game locations. It's available when you find a map and it opens from "m" key...but as you might guess, I have a little problem.

Okay, here it is:

when I press "m" without moving in the same time the map opens and you can go to different locations, BUT if you move in the same time as pressing that "m" key, the map opens but the place "buttons" doesn't work, so practically you get stuck to that map forever :P...I tried to get around this bug my making interactive = false sentences all around my GoToObject functions and that sort of crap, but I feel it's quite clumsy cos even the normal movement now show the "loading" icon :P So I hope you hit your wise head together and help :D

- Kypho the beginner

13
Technical forum / Re: How to test reasonably my game?
« on: December 09, 2008, 01:54:28 PM »
thanx ALOT maze! this will help me for sure :)

- Kypho the beginner

14
Technical forum / Re: How the DropItem function works?
« on: December 09, 2008, 01:50:41 PM »
thanx, I will check that ;)

_cYpHeR

15
Technical forum / How the DropItem function works?
« on: December 08, 2008, 10:03:38 PM »
I have a combining of two item Amulet and Wand, I get from this combination a "superwand" and drop the amulet and normal wand. The only problem is that, the old wand comes to the playing scene again (second time) so basicly the player is able to get another extra wand (it comes to same place where it is taken in the first place), which of course I want to prevent. How to work out of this? The amulet doesn't come anywhere. It goes to superwand correctly :P

- Kypho the beginner

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