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Messages - Catacomber

Pages: 1 2 3 [4] 5 6 ... 30
46
Technical forum / Re: i need help
« on: July 21, 2009, 05:10:03 AM »
Did you delete the blue background image and search your hard drive for a new one and save it?

Add your scene.  You get a background.bmp which is the file you want to replace.

Double click on your scene file which brings up editing mode for your scene.

Click on background and you see Sprite and the sprite figure of the blue background you want to replace.

See the three dots after the Sprite file that will say something like

scenes\PlumFairy\background.bmp

My scene is PlumFairy and I want to replace the blue background with my real PlumFairy background.

Click on those three dots and find your real background on your hard drive and save and save.

If it still doesn't work for you come back. 


47
Game announcements / Re: My Adventures Through Heaven
« on: July 21, 2009, 04:56:48 AM »
It looks very interesting.  We also make family friendly games---so I'm happy to see your work is along those lines and so intriguing.  I've never seen a need for darker stuff in a really good game.  :  )  The real challenge is to get a few family members of various ages up until 1am enthralled with a game so that they don't want to go to bed!

48
Technical forum / Re: Problem with jigsaw puzzle
« on: July 12, 2009, 06:39:28 AM »
I can't guarantee that I can help but I could try.  I've done a number of puzzles now with various configurations. 

49
Technical forum / Re: Videos
« on: July 09, 2009, 04:45:33 AM »
The best instructions for videos are here.

http://res.dead-code.org/doku.php/kbase:tranzaudiosimple

But you don't have to use a video to ignite a light.  It's much better to use a sprite.  Get a glow sprite that goes from a small to a large image (so you'd have at least 3 images--small glow, medium glow and large glow) and then change the sprite for your object that holds the light to that.   

For example:

Code: WME Script
  1. var Entvar=Scene.GetNode("Gl");
  2.  

then somewhere

Code: WME Script
  1. Entvar.SetSprite("scenes\Name of your scene\Glow.sprite");
  2.  

50
Technical forum / Re: "I can't use these items together"
« on: July 07, 2009, 02:39:59 PM »
Thank you, Mnemonic!!!!  The doorknob works exactly as it should -- you don't see any cursor attached.  However, the colored triangles drag the cursor.  Am scrutinizing the script to see why there's a difference but just not seeing it.  The doorknob hovers over and interacts with a region entity. The colored triangles hover over a sprite entity but I changed that to region and still no good.  Thanks.  If you need any script please let me know.

51
Technical forum / Re: talk method
« on: July 07, 2009, 05:05:55 AM »
I can answer part of your question--I think my system is different from yours but I attach the script to the sprite npc in the scene.  For example, here is a script for a sprite entity called Nina [She's not an entity, just a sprite entity in a scene]:

You have to make a variable for your speaking sprite then code the state changes.  You need a window or something to hold the text.  The "loc" thing that holds the text box is on my "hud" which is a window that sits over every scene. 

Before I had a face appear for the speaking character but it was a lot of coding work and no one seemed to be that interested in it. But that's how Broken Sword I (I think it's one) works and it's nice.   : )


Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. var Entnina = Scene.GetNode("nina");
  4. var nin;
  5.  
  6. on "LeftClick"
  7. {
  8. if(nin==null)
  9. {var x = hud.GetControl("loc");
  10. x.Text = "INGRID: Nina, we have been companions now for a long time. I'll miss you. |NINA: Miss, you're so foolish to trust the Konung. Don't go to that island. Whenever I'm anxious I crave one of those delicious little cakes you make. I wish I had one now.";
  11. }
  12. else
  13. {
  14. if(nin==2)
  15. {
  16. x.Text = "NINA: Miss, I'll meet you on the island. Maybe I'll be able somehow to help."
  17. }
  18. }
  19. }
  20.  
  21.  
  22. on "Cupcake"       
  23.  
  24. {
  25. var x = hud.GetControl("loc");
  26. x.Text = "INGRID: Nina, I need the doorknob to open the door. The Konung has given me permission to leave. Will you give me the doorknob if I tempt you with your favorite sweet? |NINA: You're so foolish to trust the Konung. Take the knob but you'll have to restore the broken combination lock to leave.  The pieces are on the floor. I'll follow you to the island and try to help.";
  27. Game.TakeItem("nkey");
  28. nin=2;
  29. Game.DeleteItem("Cupcake");
  30. }
  31.  
  32.  
  33.  


52
Technical forum / Re: "I can't use these items together"
« on: July 06, 2009, 05:39:11 AM »
Still same problem.

53
Technical forum / Re: "I can't use these items together"
« on: July 05, 2009, 08:25:44 AM »
My cursor is an embellished circle and the hotspot is in the middle.

But I have a hover cursor--hotspot also in middle.

I am going to have a demo in the next day or so.  I am going to send that demo to BigFish Games.
I am sure they will come back with comments but I would like to anticipate and satisfy all their comments. [If we cannot satisfy all their comments we will just have to find a different market, but trying.  : )]

If it is OK with you, I would like to pm it to you.  If you have a chance to look at it, it would be very helpful.  Thanks, Mnemonic. 

Am still struggling with this.  I understand totally what you say, but using an object on another object in the scene is still random success.  It seems to work fine if the scene item is not a sprite area but is a region area.

Have conquered a number of things but this is still a brick wall for me.  : )  Trying!

54
Technical forum / Re: Using a sprite in inventory
« on: July 05, 2009, 08:20:21 AM »
Thanks, Mnemonic. I have worked very, very, very hard to make it easy to pick objects with the mouse.  Smooth gameplay, imho, is very important.

But is there a way to disable pixel perfect mouse detection for inventory items that I may have missed?

55
Technical forum / Re: "I can't use these items together"
« on: July 04, 2009, 05:26:24 AM »
I still have a problem here and it's really annoying a betatester who would not like the cursor to be visible with the object when you're using an inventory object on an object in the scene.  I've done this successfully with a different object in a different scenario in the scene so am not sure what's wrong here.  But it happens in other places, f.e. if I'm using an inventory object on another--I can't use combined equals false.  I'd really like to sort this out.

I have a little in game puzzle.  You apply a gem to an object in the scene.  This is the code for the object in the scene:

Code: WME Script
  1.  
  2. #include "scripts\base.inc"
  3.  
  4. global R;
  5. global G;
  6. global B;
  7. var EntGgem=Scene.GetNode("Ggem");
  8.  
  9. on "T2"
  10.  
  11. {
  12. if((R==1) && (G==null) && (B==null))
  13. {var x = hud.GetControl("loc")
  14. EntGgem.SetSprite("scenes\House_Arrest2\T2.png");
  15. x.Text = "Bling.";
  16. Sleep(350);
  17. G=1;
  18. Game.DropItem("T2");
  19. }
  20. else
  21. {if(R==null)
  22. {
  23. x.Text = "Oops.";
  24. Sleep(350);
  25. R=null;
  26. G=null;
  27. B=null;
  28. Game.TakeItem("T1");
  29. Game.TakeItem("T3");
  30. }
  31. }
  32. }
  33.  

This is the code for the item that interacts with that object in the scene.

Code: WME Script
  1.  
  2. #include "scripts\base.inc"
  3.  
  4. on "LeftClick"
  5. {
  6.     Game.SelectedItem = "T2";
  7. }
  8.  
  9.  

This is the code for the item T2:

Code: WME Script
  1.  
  2. ITEM
  3. {
  4.        CURSOR_COMBINED = TRUE
  5.            CAPTION = "Green Gem"
  6.            NAME = "T2"
  7.            SPRITE = "scenes\House_Arrest2\T2.png"
  8.            CURSOR = "scenes\House_Arrest2\T2h.png"
  9.            CURSOR_HOVER = "scenes\House_Arrest2\T2h.png"
  10.            SCRIPT = "items\T2.script"
  11. }
  12.  
  13.  

If I change the CURSOR COMBINED to FALSE, I cannot place the T2 item on the object in the scene where it's supposed to go but it would be more elegant to be able to do that.  What am I doing wrong?

Help!  Thanks as always. 

56
Technical forum / Re: Using a sprite in inventory
« on: June 30, 2009, 04:57:17 AM »
Thanks for answering Azrael and Myles.

Azrael, it may be easier just to use the png. On the other hand, I could move the image down in the png and make it bigger--

Myles,

I did put

IMAGE = "items\x.sprite"

I will try that pixel precise.  I've been turning it off for some reason. 

Thanks very much.


57
Game announcements / Re: Rosemary
« on: June 28, 2009, 06:39:53 AM »
It looks charming and is a free download.  The storyline looks very interesting!  How many of us wonder what happened to our closest friends?

58
Technical forum / Re: WME resets door state
« on: June 28, 2009, 06:37:01 AM »
Imho, this shouldn't be a problem.  You have scene remember node states set in properties right for the door?

Do you have an opened and closed door for the sprites?  Or is it just a door that either lets you through (is active) or blocks you (is not active)--same graphic sprite or region entity for both?

You can set globals so that if you go back to that scene the global is set in such a way that the door has to be open.   

59
Technical forum / Using a sprite in inventory
« on: June 28, 2009, 06:32:52 AM »
I wanted to use a sprite of a door knob taken into inventory rather than just a png pic because the sprite lets me set the active point precisely on the handle so the handle connects nicely with the spot where it has to go.

BUT

In inventory the sprite is pushed way up so only the lower part is showing.  The sprite and the png it contains are the same size so I don't know why the sprite is pushed up so far in inventory.  Any thoughts?  I don't have to do it this way but it's more realistic. If I'm not clear I could put a screenshot.

60
Technical forum / Re: Coloring a region
« on: June 25, 2009, 04:46:14 PM »
Thanks, Mnemonic.  I set the sprite and it works very well.   ;)

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