Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kaz

Pages: [1] 2 3 ... 16
1
Feature requests, suggestions / Windows 8 gestures?
« on: June 21, 2012, 11:14:45 AM »
Given the announcement of the Microsoft Surface, this means there's going to be a Wintel device that has both a traditional keyboard/mouse/point-and-click interface and a touchscreen-gesture interface. To me, this looks like a great opportunity for PC developers, because it has all the makings of an iPad killer. And apparently, there's going to be a version of DirectX for Windows 8.

Wintermute is already great at supporting mouse-driven events (on LeftClick, RightClick, MouseEntry, etc). Any plans to support the Windows 8 phone style of gesture-based use? If so, would it be done the same way?

It would be nice to be able to support both forms of use in the same script. I imagine being able to do something along the lines of:
on "LeftClick" //Point&Click event
  {
  OpenDoor();
  }
on "TapScreen" //Touchscreen event
  {
  OpenDoor();
  }
function OpenDoor()
{
//code to open the door
}

2
Technical forum / Re: Animate sprites in windows
« on: March 27, 2012, 04:04:30 PM »
In Line 11, have you tried showcrystal.GetImageObject() ?

Have a look in the docs under 'Static' object

HTH


3
Technical forum / Re: Can't get AfterLoad to trigger
« on: March 25, 2012, 05:21:09 PM »
Thanks to all - I did as suggested and stripped the code down until I could convince myself my code was at fault, on the presumption that it's usually me, :-[ not Mnemonic. It's working now. 8)

I'm using this for the classic "Large Aquatic" style of Autosave. Exit from In-Game menu window saves game, then loads main menu window, to allow to quit altogether, etc. The problem is, the loaded save then takes up from that point, so loads the main menu again. To get round this, I use AfterLoad to set a global Game.PostLoad=true, then test for that every time I load the main menu from the ingame menu. If you've *not* just loaded a game, go to the main menu; else, carry on playing; either way, turn PostLoad off or you'll never be able to go to the main menu. That's just my way of doing it, thanks to you guys. I'm sure others have more sophisticated ways. If you do, I'd love to read/study/steal them.  >:D
Cheers,

4
Technical forum / Re: Can't get AfterLoad to trigger
« on: March 21, 2012, 09:41:22 AM »
Thanks Mnemonic, I'll give it a try. But I'm a bit concerned about committing code to a function, that may be selective about what instructions it obeys  ;D

However, I think I may also have figured out alternative way of doing it, via the Registry.

Cheers

5
Technical forum / Re: Can't get AfterLoad to trigger
« on: March 20, 2012, 07:36:53 PM »
Thanks for the input. If I can't get this to work, I'm going to be really stuck. God, I hope it's not a bug.

6
Technical forum / Re: Can't get AfterLoad to trigger
« on: March 20, 2012, 07:06:19 PM »
What I don't get is why Afterload works for you, using my code, but not in the context I took it from ????

7
Technical forum / Re: Can't get AfterLoad to trigger
« on: March 20, 2012, 06:12:50 PM »
So is it me or is it a (gulp) bug, do you think? :-(

8
Technical forum / Re: Can't get AfterLoad to trigger
« on: March 20, 2012, 04:48:58 PM »
I should add that I've looked at all the other mentions of AfterLoad here, and I've made sure these are clean saves.

9
Technical forum / Can't get AfterLoad to trigger
« on: March 20, 2012, 02:45:41 PM »
Hi All

I can't get AfterLoad to trigger and was wondering if anybody could suggest why. In my Main Menu window, I have this:
on "PlayButton"
  {
  Game.GoForIt = true;
  if(Game.IsSaveSlotUsed(CurrentPlayerSlot) == true)
    {
   Game.LoadGame(CurrentPlayerSlot);
   Game.Msg("Load game executed");
   }
  CloseThis();
  }

I have this in game.script:
on "AfterLoad"
  {
  for(var ddd = 1; ddd<11; ddd=ddd+1)
    {
    Game.Msg("Afterload reached");
   }
  if(MainMenu.State != null)
    {
   Game.Msg("MainMenu Detected");
   var mmwin = MainMenu.State;
   mmwin.Close();
   MainMenu.State = null;
   MainMenu.Showing = false;
   Game.UnloadObject(mmwin);
   }
  }

The AfterLoad is never reached and the menu window doesn't close. Any ideas?

Thanks

10
I'd suggest you use a separate variable for your loop to the one for your volume so you don't corrupt them. You can still use 'volume' as your seed. Try:
for(var loop = volume; loop > -1; loop = loop -1)
  {
  Game.SetMusicChannelVolume(2, loop);
  Sleep(100);
  }

Hope that helps

11
Technical forum / Re: Can Settings.exe window be branded?
« on: January 20, 2012, 05:46:58 PM »
Forget it. Enaic asked the same thing a couple of weeks ago.

12
Technical forum / Can Settings.exe window be branded?
« on: January 20, 2012, 05:45:30 PM »
Hi all

I understand from the forum that Settings.exe has to run at least once and that whether it runs again is a matter of a Registry Setting. However, casual game publishers and players want things as simple as possible. Perhaps there is a solution to both.

Is there a way to change the look of Settings.exe to match the rest of the game, make it screen size, put a developer's graphic on it? Then it would have the illusion of being incorporated into the game - and the "Don't show this again" could skip it for next time. Then if it was needed again, to turn it on there would be a "Run main settings next time" option in the main menu that would simply adjust the requisite Registry value.

Cheers

13
Technical forum / Re: Part of the script doesn't get executed - sometimes
« on: October 31, 2011, 04:34:22 PM »
I found out what this is.

Scene Nodes may not respond to anynode.Active=true or anynode.Interactive=true if they are sprite entities that either have no picture assigned to them, or they contain a transparency just as a graphic file (eg. a .PNG in 'Wintermute pink' 255/0/255). For a scene node to be both transparent and active, its transparent graphic should be loaded in the form of a sprite, with 'Pixel Precise' deselected.

Took me a while to figure that one out, but it makes sense, and this selectable pixel precision is just one more useful feature of this wonderful engine.  ::rock

14
Technical forum / Re: Can't get Item GetHoverSprite to work
« on: October 08, 2011, 06:24:44 PM »
Duh. Course it is. Thanks.

15
Technical forum / Can't get Item GetHoverSprite to work
« on: October 08, 2011, 02:24:37 PM »
Hi all

In Items.items I have:
ITEM
{
   CURSOR_COMBINED = TRUE
   CAPTION = "/INV_GARLIC/"
   NAME = "GarlicBulb"
   IMAGE = "items\Graphics\Plain\Garlic48.png"
   CURSOR = "items\Graphics\Plain\Garlic48.png"
   CURSOR_HOVER = "items\Graphics\Highlighted\Garlic64.png"
   SCRIPT = "items\Scripts\GarlicBulb.script"
}

Later I try to query this and grab its image to display in a window, thus:
var ItsName = InvObject.Monicker;
var Itself = Game.QueryItem(ItsName);
var ItsPicture = Itself.GetHoverSprite();
ObjX.SetImage(ItsPicture);
CaptionBox.Text = Itself.Caption;

The caption works, so I know the QueryItem's doing its thing, but the GetHoverSprite returns null. If I change it to GetSprite, it gets the image just fine, so the syntax is OK. Game.SmartItemCursor is set to true.

Anybody know why GetSprite works but GetHoverSprite doesn't?

Thanks



Pages: [1] 2 3 ... 16

Page created in 0.052 seconds with 60 queries.