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Messages - Chaos

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1
Technical forum / Re: Options Menu (For Mnemonic)
« on: June 22, 2018, 10:52:59 PM »
At first it didn't worked on my project... Luckily I' ve decided to check the "Windows Editor" log...apparently they were some absolutes (some missing files) and some missing fonts (So I've just add those extra fonts myself) and now is working perfectly! Thanks for answering so early (Time is really an issue right now for me) and thanks for akways been there whenever I need something. (I really appreciate THAT!) YOU ARE THE MAN!!!  ::rock

2
Technical forum / Options Menu (For Mnemonic)
« on: June 20, 2018, 04:59:02 AM »
(This one is for @Mnemonic) Do you think you can get me the original files of the "Option Menu" you've used on "5LD" or "Helga Deep in Trouble" (I mean the menu with a "Master volume" control, get it?) Anything similar will do...

3
Technical forum / Re: Change description text location
« on: November 21, 2017, 03:15:17 PM »
Thanks a lot!... It finally works!!!   :D I think I finally found exactly that ít is actually located on the game_loop.script.
Code: [Select]
// handle the caption when you want to use an object with another
    else {
      var Item = Game.SelectedItem;

      WinCaption.X = 0;
      WinCaption.Y = 820;
      WinCaption.Width = Game.ScreenWidth;
      WinCaption.TextAlign = TAL_CENTER;
      WinCaption.Text = "Use " + Item.Caption + " with " + ActObj.Caption;
    }
    WinCaption.Visible
(I´ve just changed the value of WinCaption.Y = to exactly what I needed)  The thing is I´ve been looking after it for many months (checking many scripts like game or game-loop but sadly I couldn´t found it until now. ) Thanks again.

4
Technical forum / Change description text location
« on: November 21, 2017, 12:17:49 PM »
Hiya!  :) I need to change the text that appears everytime you use an item on another. (That little piece of text that says "Use xxxx on xxx" ... I was wondering if there's a way to change the Y cordinate and make this text appear much lower on the screen.  ???

5
Awesome!  :D I´ve finally watched the "Gameplay" video this morning. The game is looking simply gorgeus... (Can´t wait to get my own copy of "Foxtail", once your game is fully released!)

6
Congrats, dan! Its cool to hear that your game has been re released on steam, in a special edition.

7
Hello guys!  Just watched the video from kick starter. The pixel art looks extremely beatiful imo. Wish you the best on this project!

8
Technical forum / Re: Collision Detection
« on: October 27, 2014, 11:53:11 PM »
Quote
because it would mean you to compile WME from sources.
Did you actually meant changing the source code from the engine itself?  ???

9
Technical forum / Collision Detection
« on: October 25, 2014, 07:52:41 AM »
Hello Muties! Listen guys I really need your help on this one... On my new game there is an arcade sequence where you are inside a ship's cockpit on outer space and you battle other ships that try to destroy you.(It was in fact, inspired by a similar arcade sequence that I saw on an AGS game.) The first thing that I did was to make an special cursor that appears everytime that you hover the enemy's ship. And how I actually managed to simulate a laser that shoots out everytime that you click? I made that everytime that you left click over the Ship (Entity) it creates an actor (Phaser) that appears at the bottom of the screen and then this goes automaticaly to the ship, get it? (And it really looks good, actually) So now my problem is there a way to know when the Phaser (actor) collides with the Ship (Entity)? I hope that I can really find a way because I've already done most of the graphics of the scene and It would certainly break my heart to discard this from the final game. Thanks! :)

10
General Discussion / Re: link to something I wrote about WME
« on: June 04, 2014, 06:58:58 AM »
Cool article!  :) And I definitely agree: WME ROCKS!  ::rock

11
Technical forum / Disabling keyboard
« on: June 04, 2014, 06:50:00 AM »
Hello guys! I know exactly how to lock the mouse, and actually I've been using this for years by using
"Game.LockMouseRect(0,0,0,0);"
But now I wonder, is there any way to disable an specific key from the keyboard (or the whole keyboard) in a specific
scene, in this case the "Main Menu"? Thanks for your help...  :)


12
Game announcements / Re: Helga Deep in Trouble
« on: April 08, 2014, 09:11:16 PM »
Just finished the "Demo"... Wow, I had so much fun with it! I mean this is probably the first AG that I ever played, where you play as a developer yourself... Now, how COOL is that? :) Kudos to the whole team! This game ROCKS!!! And is it just me or Helga is some kind of "alter ego" of Miss. Fabry? ;) hehe (And BTW could it be that the "programmer guy" that appears could he also be somehow an "alter ego" of THIS programmer that we all grew to love?)  ;)  I wonder that... lol

13
Technical forum / Fixed sprite
« on: July 21, 2012, 09:18:51 PM »
Hi guys!  :) I'd need to have a sprite that appears always fixed on the same coordinate of X and Y on the screen, (almost like an Item) independent of the actors move or the scrolling of the screen. 

14
Game announcements / Re: The Kite (Released 2012)
« on: February 18, 2012, 11:45:58 PM »
Just tried the game yesterday. Wow, I absolutely loved the art style! It reminds me of the french artist Enki Bilal (one of my favourites I must say.) He's the creator of the Nikopol trilogy, and recently a game based on his books was released developed by White Birds, the company of Benoit Sokal.(The creator of Syberia.) Good job, guys!  ;D

15
Technical forum / Re: Screen Size
« on: February 18, 2012, 10:24:01 PM »
Indeed, I'm using 1280 x 960 on both of my game projects.  :D The thing is I started considering how it'll run on several kinds of systems, and I'm a little worried that some PCs with different aspect ratio might get a distorted image or black bars on the bottom of the screen. That's certainly an issue. But I think that the new function "Allow desktop resolution" of the 1.9 version take care of this problem.

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