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Messages - eborr

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16
my guess is that you have to move the container

17
General Discussion / Re: Wintermute an engine limited to slow paced games?
« on: November 22, 2016, 04:07:09 PM »
Hello

I think it's fair to say that WME was built to enable point and click adventure games, but genius of the core engine is that it is versatile enough to expand it to do a lot more.

As far as cursor control of characters is concerned the mini game Spank the Hero is an example of how you can achieve this

http://forum.dead-code.org/index.php?topic=5021.msg28596#msg28596


However what you need to be aware of is that although much can be achieved with WME if you are venturing outside of what it does very well, then the onus for the work will be on you. For example if you are looking to have melee or ranged weapons, WME offers very little help by way of physics - so all that side of the work you would have to code yourself.

For my current purposes the product is very suitable, but for the next thing we choose to do we may have to move on


18
Technical forum / Re: how to stop an actor's animation when music stops?
« on: October 29, 2016, 01:57:14 AM »
"dancing " and "stop dancing" are animation sets - which can form part of an actor definition in the same way that "talk" "walk" and "turn" are.

If you want more on this I suggest you read the section on actors in the documentation that comes with the kit.

The other and perhaps easier way to kill an animation is actor.Reset();

19
Technical forum / Re: How to update the items.items list
« on: September 24, 2016, 11:35:50 PM »
Just to make sure I have understood you correctly  - that what you are trying to do is to add items to a list within a saved game. The only logical reason I can think for doing this is that you are updating the game and want to allow users access to new items - or have I missed something ?

Irrespective of that looking at your code I personally wouldn't recommend the approach of detaching the game scripts, that seems to me to be a tad risky with not obvious benefit.

I don't believe the item file is a script file as such, it's more akin to data, so attaching/detaching it is probably not going to help.


You may have done this already but if I was trying to focus down on the problem I would be tempted to code something like this.



Code: WME Script
  1. on "event" // some trigger event
  2. {
  3.  var ValidInput = false;
  4. ValidInput =LoadItems("items\NewItems.Items",true); // where NewItems.items is your definition file containing the new items you wish to add
  5.  
  6. }
  7.  

When you have initiated the event simply step through the code keeping an eye on the ValidInput var - if it changes to true then your Items file has merged, if not then there is a problem,and I guess then go look at the definition file.

NB I have just tested this in the demo game and it works perfectly well




20
Technical forum / Re: Game.StoreSaveThumbnail(). - loosing tumbnail image
« on: September 24, 2016, 11:08:14 PM »
The only thing newer I thing I am using is
Code: [Select]
Game.StoreSaveThumbnail(); the rest is based on the old 3d demo still.

Yes but have you considered where you have added the code might be pertinent.

- As regards the menu screen saving that's interesting because when you save using the standard means, the system take a screen save with the menu window removed.

- A couple of suggestions,

1. do you get a similar set of events occurring without the StoreSaveGame() method, by that I mean, you save the game once, it works first time, then when you try a second save the thumbnail shows the menu.

2 - the 3d demo uses a different and rather more involved approach to menu systems than the other demo systems - I think you should experiment with the standard wme demo to see if you get the same effect.

3. And this is a guess, you might want to try to re-initialise the thumbnail with delete thumbnail to see if this has an effect



21
I had best start by declaring an interest here, I have been working on this project now for maybe 9 months or so. The reason why I was drawn to it, is that it embodies almost all of what was important to me as devotee of adventure games.

I first came to adventure game through the hitchhikers guide and then the colossal cave, before coming across a Lord of the Rings graphical adventure in 1986 running on a BBC micro. 

Then I moved onto to the Sierra Games, Space Quest, Police Quest and then Leisure Suit Larry.

Finally I got hold of Gabriel Knight, and I was in P & C heaven.

I was looking to work with a game that offered the potential for total immersion into the world of the adventure.

Just like any decent science fiction or fantasy novel the world of the adventure game needs to be believable. It can be fantastic, but it needs to be consistent.

Unlike most of the computer games that are around with K'nossos Nikola has accomplished this. He has taken a strong original story and combined this with an otherworldly consistent graphic approach which evokes a feeling of strange sparseness, reminiscent in my opinion of the Sierra interpretation of Arthur C. Clarkes Rama.

If you like playing adventure games, I would encourage you to follow the development of this project which will be updated through the normal channels of facebook, and relevant websites.

On a technical note, the game is being developed in WME, as it is still the best tool for developing 2D games, and though this sadly may be the last project we use the tool for, it is currently handling all the technical challenges thrown at it.

if you want further info about the game, please put up a post in this thread, send me a pm or contact Nikola through the email address in the previous post - and please tell your friends

22
Technical forum / Re: Game.StoreSaveThumbnail(). - loosing tumbnail image
« on: September 08, 2016, 05:53:44 PM »
I might be able to help if I could see the code, if you would care to share  :)

23
Hopefully someone has a more elegant solution to this problem other than the kind of hack I currently have in mind

The default behaviour on use of the escape key is to bring up the "mainmenu" - this works fine, and I am able to adjust it where necessary, specifically during window operations where I can change the mode of the window to exclusive to trap the escape keystroke.

However I have this situation. The game is making extensive use of windows to provide specific interfaces within scenes. So I have the circumstance where I load an ingame window and if I then press escape, I bring up the main menu all well and good, including if I select resume the ingame window  is then revealed. However the mainmenu has an option which is tutorial - this takes user to a new scene - and the ingame is revealed.

The use of the exclusive attribute is an option, but the problem with this is that it does not allow for the interaction with scene objects.


Given that there could be n number of ingame windows the option of testing to see where the window is active and de-activating prior to the tutorial load is not one I really want to follow.

So my thoughts are as follows

1. To amend the escape key code so that windows are unloaded as part of that sequence or alternatively creating a routine which is able to test any number of windows and if they don't meet certain conditions unload them.

2. Anyone has any better ideas - they would be gratefully received

24
Technical forum / Re: New line character
« on: June 29, 2016, 12:29:17 AM »
Worked for me thanks

25
Technical forum / New line character
« on: June 21, 2016, 07:45:07 PM »
apologies if there is a simple answer to this, but is there any way of forcing a a new line  into a text string such as the c type '\n' So that new paragraphs can be created in control objects

26
Technical forum / Re: Highilighting a scene Region Entity
« on: April 23, 2016, 01:15:49 PM »
Couple of thoughts.



1. I assume the region you are talking about is an entity region ? If then you can get a simple tint effect by creating a region object below the entity/ set the region to decoration and then set up the correct colour profile to get the colour and level of transparency.

Set the default active state to false and you code would be

Code: WME Script
  1. on "MouseEntry"
  2. {
  3.     MyDecorationRegion.Active = true;
  4. }
  5.  
  6. on "MouseLeave"
  7.  
  8. {
  9. MyDecorationRegion.Active=false;
  10.  
  11. }
  12.  
  13.  
  14.  
2 Other idea, which is bit more clumsy would be to take a copy of the relevant section of the image, shade/highlight it stick it into a scene.entity and make it active on mouse over. This would be time-consuming, but it would give you good control over your graphic.

27
General Discussion / Re: Differences between WME and AGS forums
« on: April 13, 2016, 02:38:59 PM »
Just give you my views.

Personally I like WME and it has been my development vehicle of choice for the past 7 years. For me it has the right blend of flexibility and power, vs productivity. And to my mind does everything I need it to for the production of a 2d game.

I am currently working on a project with it which I will hope will have a KS in the next few months. However this may be last project that I do with WME, for the following reasons.

1. The current version is not being further developed, I well understand why that is and have no problem with it as a stance.
2. WME 2 is also on ice, and again I have no issue with that decision.
3 The guys I work with would like to have non PC versions of the product, and despite the good work of a number of people with WME lite, and don't see that as a viable option, given that so much of what goes on with IOS and Android is in the fickle hands of powerful and  rather arrogant suppliers, and with my appreciation of their technologies, I would worry that even if I managed a successful IOS/Android /MACOS build, they would make changes to the OS, and the fixes would not only be difficult but expensive.

So going forward it looks like I may have to learn another dev engine.

I expect that even if I develop a level of familiarity with an alternate engine, projects will take longer, and the output require greater resources than a typical WME game.

I suspect a number of people think like me. Whilst I am still working with WME I will continue to dip into the forum and help if and when I can. I have never done anything with 3 d models inside WME, so I cannot offer any assistance  regarding  a 2.5 d game

Although I have not stuck my hand in my pocket to support WME yet, if I ever make any money from a WME game, I will payback a proportion of my winnings.

28
Technical forum / Re: Window Object and Scale Level
« on: March 23, 2016, 02:35:57 PM »
as far as I know windows are not subject to scale, thus even though it's in a container, if the container is not subject to scale then an object within it won't be either.

I have a couple of thoughts for coding round the problem, none of them have been tried or tested so use at your own risk.

1. If you create an entity with create object, then it will be created at the top of the z-order for all scene based nodes, obviously if you have on screen elements which are windows based then these will be on top.

2. This will take a lot more coding but maybe it will solve the problem. Although a screen based scale cannot directly effect an entity within a container(or so I think) you may be able to create an algorithm that reads the scene scale at a given Y point then applies a scale to the entity itself. If this does not work, then another option would be to create a number of differently scales frames within a WME sprite. All you do then is have a persistent routine which checks the position of the Y of the object on the screen and selects the appropriate frame.

if you are made enought to attempt any of these ideas please share the results

29
Technical forum / Re: Custom attributes
« on: March 14, 2016, 02:00:38 PM »
Yes creating globals is the obvious solution, but the issue with that is the process I want to achieve will involve something which will occur on most scenes and with a variable number of nodes. I dont want to handcraft the process for each scene, nor is it a desirable situatuion to creare and manage what will eventually turn out to be a large number of globals. I think I have worked through a logical solution to the problem, which in theory should work in WME. It will involve the creation of a single complex global object

30
Technical forum / Custom attributes
« on: March 12, 2016, 08:17:20 PM »
I have added a number of custom attributes to Scene Nodes. The value of these nodes is changed programatically during play. This works. However if I change scene and return then the original values are reset.

The remember nodes checkbox is true, and I have added a line of code to set the PersistentState of the scene to true right before the changescene statement.

Any ideas ?

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