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Messages - mihaipuiucernea

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Technical forum / Re: Problems writing to file
« on: August 26, 2018, 04:29:08 PM »
Thank you!

Should've checked the help file. You rock  ::rock

Technical forum / Problems writing to file
« on: August 26, 2018, 04:15:01 PM »
Hi guys,

I hve a problem.
So I have a text document, and I want to write stuff in it. The idea is to add some new text in the file, under some conditions. This text will be read later.

So in one entity's script I have this code:
Code: [Select]
on "LeftClick"

and in another's entity's script, this code:
Code: [Select]
on "LeftClick"
My problem is the following: I click on one entity, close the game and check the text file. Sure enough, there's a number at the specified position. Then I open the game, click the other entity, and while there is the new number at the correct position, the old number is deleted. Is this correct behaviour? Is there any way to make all the text remain in the text document, without being deleted after a new left click?

Thanks guys!

Cheers!  ::beer

I actually mnaged to find a prolem by checking aa script for something else and found what's cauding the change.

But that feature of Notepad++ will definitely come in handy in the future.

Topic title is pretty descriptive.

I have a global and it's value changes between scenes. But I have literally dozens of scripts, and I don't remember exactly in which ones I use the global.

I would like to avoid checking all scripts (for obvious reasons...too time consuming  ;D ), so is there a way to see all the scripts in which a global is used?

Thanks guys!  ::rock

Scripts, plugins, utilities, goodies / Re: Soundscape Manager
« on: September 11, 2017, 06:04:12 PM »
Sorry to revive an old topic, but I would like to try the plugin. Anyone still hs it and is willing to upload it? Assuming the plugn creator is ok with it

Make sure this is in your game.script
new_actor = Game.LoadActor("path to your main charcter");
Game.MainObject = new_actor;

Why is there a single passanger onboard a colonization ship? Does the ship have a seed bank or something? Otherwise how is one person going to colonize a planet?

Other than that nitpicking, the game looks fantastic. Hurry up and release it!

WME Lite / Re: WMELite development version for Android
« on: April 27, 2016, 02:36:25 PM »

Game announcements / Re: Little Blog Adventure
« on: January 30, 2016, 01:38:14 AM »
Looking great! Keep up the good work!  ::rock

Game announcements / Re: Colors On Canvas
« on: January 17, 2016, 02:56:06 AM »
The menu is still there, even after you exit puzzle mode - you have to press ESC to bring up the menu, in the scene with the gallery (the initial scene). I should've made that more clear.

Game announcements / Re: Colors On Canvas
« on: January 15, 2016, 12:07:06 AM »
Hi guys,

A small update: I've released a new demo on You can download it here:

This demo includes a new game mode, which is basically a jigsaw puzzle. The painting is broken into 35 puzzle pieces. You will have to assemble the pieces in order to form the painting. I am thinking about adding a score system in the future, so feedback is appreciated.

I will add features and new paintings in time, but progress will be slow as I am working on this in my free time.
I am also considering writing how I made the jigsaw puzzle, if anyone is interested. Though, tbh, my implementation is a bit messy and most of you would probably manage more elegant implementations.

In any case, I'd love to hear impressions on the new game mode.

Technical forum / Re: DLC
« on: December 07, 2015, 04:39:19 PM »
Couldn't you use the 'packages' feature for this purpose?

Also how is Shadow of Nebula coming along?

Hey guys,

Are you still working on this game? It looks amazing and I hope it's not canceled.

Technical forum / Re: Caption not working
« on: November 01, 2015, 12:11:30 AM »
The game_loop.script is the standard script, I didn't modify it. As Azrael said, it should work, but I don't understand why it doesn't.

Anyway here is how the caption is treated in the standard game_loop.script
Code: [Select]
// handle the standard foating caption
  if(Game.Interactive && ActObj!=null)
    if (Game.SelectedItem==null)
      WinCaption.X = Game.MouseX;
      WinCaption.Y = Game.MouseY + 20;
      WinCaption.TextAlign = TAL_LEFT;
      WinCaption.Text = ActObj.Caption;

      // keep the caption on screen
      if(WinCaption.X + WinCaption.Width > Game.ScreenWidth) WinCaption.X = Game.ScreenWidth - WinCaption.Width;
      if(WinCaption.Y + WinCaption.Height > Game.ScreenHeight) WinCaption.Y = Game.ScreenHeight - WinCaption.Height;
    // handle the caption when you want to use an object with another
    else {
      var Item = Game.SelectedItem;

      WinCaption.X = 0;
      WinCaption.Y = 684;
      WinCaption.Width = Game.ScreenWidth;
      WinCaption.TextAlign = TAL_CENTER;
      WinCaption.Text = "Use " + Item.Caption + " with " + ActObj.Caption;
    WinCaption.Visible = true;
  else WinCaption.Visible = false;

But it only works when I use the object from the inventory. If I try to use it from the GUI icon, there's no caption.

I think I'm just going to code a new caption, for the case in which the item is selected via the icon. If anyone might have a clue as to why it's not working, let me know.

Edit: I also tried what Azrael said: having a hotspot in a scene and when i click on the hotspot, Game.SelectedItem = "item". The caption doesn't work in this case either. It's interesting :D

Technical forum / Re: Caption not working
« on: October 29, 2015, 01:25:25 PM »

My bad about Game.GetItem, i mistook it for TakeItem.

Anyway, I tried debugging with Game.Msg, but unfortunately I didn't learn anything useful.
Yes, I can see the message and it displays the currently selected item's caption, both when i select the item from the inventory or via the icon(window entity) at the top left of the screen.

But the WinCaption window only works when selecting the item from the inventory. So I know that the item is correctly selected if I use the icon, but I still don't know why the caption only works when selecting the item from the inventory.

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