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Messages - ylegrand

Pages: [1]
1
Technical forum / Re: "ActorEntry" equivalent for entities/secondary actors
« on: December 31, 2017, 03:23:44 PM »
Quick update : I managed to have a correct behaviour, but only because I have only 2 actors :

Code: [Select]
on "ActorEntry"{
if (Scene.GetRegionAt(actor.X, actor.Y) == this){
actor.WalkAnimName ="ladder";
}else{
var guy= Scene.GetFreeNode("guy");
guy.WalkAnimName ="ladder";
}
}
on "ActorLeave"{
if (Scene.GetRegionAt(actor.X, actor.Y) == this){
actor.WalkAnimName ="walk";
}else{
var guy= Scene.GetFreeNode("guy");
guy.WalkAnimName ="walk";
}
}

I'm still looking for a smarter way to do it.
Thanks a lot !

2
Technical forum / "ActorEntry" equivalent for entities/secondary actors
« on: December 31, 2017, 03:05:02 PM »
Good last afternoon of 2017 :)

In my 2D scene, I have different ladders regions, on which I have atteched the following script :

Code: [Select]
on "ActorEntry"{
actor.WalkAnimName ="ladder";
}
on "ActorLeave"{
actor.WalkAnimName ="walk";
}

It works perfectly for my main actor.

Nevertheless, I also load another actor in my Scene :

Code: [Select]
var guy = Scene.LoadActor("actors\Guy\Guy.actor");
It seems that the ActorEnter/ActorLeave low level events only work for the main actor (the interactive one): nothing is triggered when the loaded actor walk through the ladders.

Is there a way to make him also able to interract with the region's script ?



I wish an happy new year to the whole community  ;D

3
Technical forum / Re: Variables lost when saving the game
« on: September 03, 2017, 08:07:49 PM »
Hi Mot,

 That makes perfectly sense. Without seeking excuses, I come from the PHP which can be much more lax in terms of declaration/definition of variables. So it didn't jump out at me.

Thank you very much for taking the time to re-explain me the basics. Highly apprecieted.

I wish you both a good evening.

4
Technical forum / Re: Variables lost when saving the game
« on: September 02, 2017, 02:00:22 PM »
Hi,

Thanks a lot for your quick answer. I did first a small test it by placing a global definition in the game.script. I get the folloing log error :

Code: [Select]
15:03:58:  Compiling script 'actors\Migounette\Migounette.script'...
15:03:58:    Error@line 16: Variable 'Statevelo' is referenced but not defined

Does it mean that I need to control the existence of my globales eveywhere I use them in my scripts ?

5
Technical forum / Sub scene in a window
« on: September 02, 2017, 01:59:21 PM »
Good afternoon again!

First, sorry to spam the forum lately, I feel like I'm the only one struggling :)

Let me explain what I want to achieve: I have a scene in which there is a shop. I perfectly can create another scene for inside the shop, but for the technical challenge I tried to include the "inside the shop" scene as inside a window. A small screenshot can explain it better:



I perfectly manage to include talking and not talking entities thanks to the entity containers, and to interact with them.

But (there is a but) I have mainly 2 problems:

  • I'm not able to store this window in session, so every time I open it seems to create a new entity of my window.
  • When my window is open, I'm not able to access it in the scripts attached to its entities. Eg : in the "saler" script, I want to access another entity of my window.

Could you please confirm if my goal is inline with the WME window regular purpose? If yes, do you have any advice?

I intentionally omitted to publish the scripts, but if necessary I will share them with you.

Thanks a lot for your time :)

6
Technical forum / Variables lost when saving the game
« on: September 02, 2017, 01:41:30 PM »
Good afternoon,

I was searching information about the saving system if the current declared/defined variables are also saved.
I found the thread http://forum.dead-code.org/index.php?topic=5976.msg32597;topicseen#msg32597, in which it's said that every variable should be saved.

Unless I did something wrong, it's not the case for me. let me give you some context:
  • I declare a global in base.inc with a value of 0
  • I change it according to some specific triggers in my game
  • When I log it, I can see the correct value
  • I save the game
  • When I log again the same value, it's back to 0, exactly as it it was reseted to the initial value



To be sure, I also tried to set it in base.inc with another value than 0: it confirms my doubts: when I save the game, it come back to the initial value (and not always 0).

By the way, I have the same behaviour when I go to another scene and when I come back.

Is it an option somewhere to enable to save my globals/statics?
Or did I misunderstood anything?

Thanks in advance for your help, and have a nice weekend :)

7
Technical forum / Re: Transparence glitch
« on: August 06, 2017, 01:53:46 PM »
Looks like I didn't searched correctly!

Thanks a lot, it works perfectly fine.

8
Technical forum / Transparence glitch
« on: August 05, 2017, 11:54:15 PM »
Hi everybody,

I looked at many threads of this forum but I didn't found any answer yet : some of my actors sprites have a glitch on the border of the sprite transparency :



Some precisions:
  • I see this behaviour only on actors, not on other entities (maybe I'm just lucky)
  • This does not appear in all the sprites of my actors
  • It does not appear in the Scene Editor when I manually place my actor
  • It appears whatever the kind of transparency I use (real transparency versus purple transparency dedicated color)
  • My pictures are done with Photoshop and optimized with a PNG optimizer (but the issue is the same even without optimization)
I imagine that it can be linked to the antialiasing + scale level, but I don't have any further ideas.

Do you have any clue for me to help me going forward?

Thanks a lot, and have a nive evening.

9
Technical forum / Re: Keep ResponsesBox visible during dialogues
« on: August 05, 2017, 07:38:33 PM »
Hi Mot,

Sounds perfect ! Thanks a lot, I'll test this solution :)

10
Technical forum / Keep ResponsesBox visible during dialogues
« on: August 03, 2017, 09:52:11 PM »
Hi guys !

It seems that the regular behaviour during dialogues is that the Reponse Box is hidden when the actor/entities are talking, and is shown only when the user have to select the next sentence.

Is there a way to keep it visible all along the dialogue, and close it only at the end of the main branch, eventually by removing any text choice during the speech?

Thanks for your lights!

11
Technical forum / Re: Global region's events handling
« on: July 09, 2017, 02:17:17 PM »
So thanks guys, question solved :)

12
Technical forum / Re: Global region's events handling
« on: July 09, 2017, 01:34:11 PM »
Thanks for your quick answer!

It's indeed a good compromise. I'll do like this by waiting to know if a global region's events listener exists or not.

13
Technical forum / Global region's events handling
« on: July 08, 2017, 08:22:09 PM »
Hi WME community!

I'm currently working on my first WME game and I'm facing to a problematic I'm not able to solve myself.

In my scene, there are floors and ladders. I'm able to change the actor animation for the ladder by creating for each ladder region the following dedicated script :

Code: [Select]
on "ActorEntry"
{
actor.WalkAnimName ="ladder";
}
on "ActorLeave"
{
actor.WalkAnimName ="walk";
}

It works fine, but as I'll have a lot of ladders, I was wondering if there is a way to add an event listener on ALL the regions, and to code the conditionnal logic inside. I have in mind to :
  • Add a property "ladder" to every ladder regions (Custom > Properties)
  • Create either way this "magic-global-region-event-listener" and use something like:
Code: [Select]
on "ActorEntry"
{
 if (this.ladder != null){
actor.WalkAnimName ="ladder";
  }
}

First of all, does it make sense to the WME profesionnal you are?
If yes, could you please help me to do it ?

Thanks a lot for your time !

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