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Topics - Dan Peach

Pages: 1 [2]
WME Lite / Quick source code download question
« on: July 12, 2012, 07:51:13 PM »

I just realised that I connected to the "trunk" folder in the repository, and have used the files in there for my iOS project.

I have just connected to and checked out from there, and have noticed that the source code now appears to be in 3 different places. It appears to be in "tags/version-1.0.0" and in "tags/version-1.0.0-final" and yet again in the "trunk" folder.

Soooo, my question is, which should I be using?

Thanks. :)

Technical forum / Split String into individual characters
« on: July 07, 2012, 03:23:37 AM »

How can I split a string into the individual characters? Everything I've found elsewhere says that String.Split(""); should work, but it doesn't - that appears to just return the entire string.

Thanks.  :)

Technical forum / Stopping a custom method
« on: July 05, 2012, 12:53:24 AM »
Good day  :)

So, I have this custom method in the script of my caption window:

Code: WME Script
  2. method DisplayCaption(var Text)
  3. {
  4.  var CaptionText = this.GetControl("caption");
  5.  CaptionText.Text = Text;
  6.  this.Visible = true;
  7.  Sleep(5000);
  8.  for(var i=10; i>=1; i=i-1)
  9.   {
  10.    this.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
  11.    Sleep(20);
  12.   }
  13.  this.AlphaColor = MakeRGBA(255, 255, 255, 0);
  14.  CaptionText.Text = null;
  15.  this.Visible = false;
  16.  this.AlphaColor = MakeRGBA(255, 255, 255, 255);
  17. }

So when someone clicks a hotspot, I send some caption text to this method, and the window becomes visible, displays the caption text, waits 5 seconds, then fades out and becomes invisible again.

This works fine initially, but the problem is if a player clicks another hotspot, it just runs this method again, whilst the first instance is still running, which means the window always goes invisible after the first 5 seconds are up. Making sense? Good.  ;)

So, is there a way to cancel the first run through if a player clicks the same hotspot again or clicks a new hotspot, so that there is only ever one instance of this method executing at any one time?



Good evening,

Basically, when you click an inventory item, the item becomes the mouse cursor, and the image is temporarily removed from the inventory, leaving a space. But, I wish to click the item, and have it highlighted instead, whilst NOT changing the mouse cursor, and NOT leaving a space in the inventory. The player will then simply move the cursor as normal until they click another scene object to "use" the SelectedItem on.

Is this possible? I'm thinking maybe not, but I'm just asking anyway. :)



Technical forum / "Startup settings must be...."
« on: May 19, 2012, 09:53:24 PM »

ProjectMan seems to have developed a problem where I keep getting some error message popping up telling me that the "Startup settings must be this, that or the other". The only thing I changed is that I added a new folder which I promoted to a package with priority 2.

I've installed and reinstalled WME, but it still does it. Never done this before. ARGH!!!! Help please...?  :)


WME Lite / Sound issues
« on: April 22, 2012, 07:22:03 AM »

Having a little sound issue. I use a script (in the PC version of Corrosion) in a loop to randomly select background sound tracks. It selects one of 4, plays it, waits 10 seconds, then selects another one to play. I attach this script in the game's first scene, and leave it attached. Works fine on the PC, but I've got the game running on my iPod Touch now, and the sound is breaking up everytime I tap to move to a new scene, which is a lot since this is a slideshow style 1st person game. Sometimes it stops playing tracks in the middle of the track, and starts playing another one. It's just not working the way it's supposed to. Sometimes it switches tracks when switching scenes. In another script I set the volume of channel 1 to 0, whilst keeping the music playing (just with the volume set to 0) and that doesn't work either.

Any ideas?

This is the random track script that I use:

Code: WME Script
  2. #include "scripts\"
  4. global RandomMusic1To4;
  5. global WaitForMusic;
  7. if(Game.PrevSceneFilename=="scenes\intro\intro.scene")
  8.   {
  9.    Game.PlayMusicChannel(1, "music\Corrosion V1 M.ogg", false);
  10.   }
  12. while(true)
  13. {
  15.   {
  16.    Sleep(1000);
  17.   }
  19.  if(WaitForMusic) Sleep(10000);
  21.  WaitForMusic = true;
  23.  RandomMusic1To4 = Random(1,4);
  25.  if(RandomMusic1To4==1) Game.PlayMusicChannel(1, "music\Corrosion V1 M.ogg", false);
  26.  else if(RandomMusic1To4==2) Game.PlayMusicChannel(1, "music\Corrosion V2 M.ogg", false);
  27.  else if(RandomMusic1To4==3) Game.PlayMusicChannel(1, "music\Corrosion V5 M.ogg", false);
  28.  else if(RandomMusic1To4==4) Game.PlayMusicChannel(1, "music\Corrosion V6 M.ogg", false);
  30.  Sleep(1000);
  32. }

WME Lite / Issues in xcode
« on: April 16, 2012, 02:58:11 PM »
Ok, so I've managed to obtain the "sources" by connecting to the svn repository using Xcode's...repository connector?  ;)

I've downloaded the dependencies and put them in the "dep" folder. I'ce added my "data.dcp" file to the "wmelite" folder.

I've double clicked the project file to open it in Xcode. So far so good.

When I run the project on the iPhone/iPad simulator I get 129 "issue" reported. One issue is with the "wmelite project" telling me to "validate project settings - update to recommended settings".

The other 128 issues are to do with the source files I think and they all say:

Deprecated conversion from string constant to '*'
Deprecated conversion from string constant to 'char*'
Unused variable 'Some variable'
LLVM GCC 4.2 Warning - Comparison is always false due to limited range of data type
Format '*' expects type '*' but argument has type '*'
Format '%x' expects type 'unsigned int' but argument 3 has type 'crc'

.....and variations on those same issues.  :)

It then says the build is successful and runs it in the simulator seemingly ok.

So, am I supposed to worry about these issues...?

WME Lite / Compiling for iOS
« on: April 13, 2012, 11:58:03 PM »
Ok, so I have my Mac and I have my xcode.....I don't understand what to do now. I'm starting right at the bottom with this iOS development, having not used a Mac ever before today.  :(

I'm supposed to download the "sources", but where exactly can I find those? And once I have downloaded them, what do I do with them? And what are the "dependencies"...?

A little nudge in the right direction to get me on my way would be most helpful.  :)

WME Lite / Volume settings
« on: April 13, 2012, 09:36:41 PM »

Just wondering about volume settings in WME Lite....

As I understand it normally the master volume levels are stored in the Windows registry. Where are the values stored in WME Lite? And how do I set and save the various volume settings?

Thanks.  :)

WME Lite / Patches/Updates
« on: March 23, 2012, 09:46:24 PM »
Sorry - I should have put all these questions in one thread I guess. But they just keep coming to me.  :)

How does the update/patch system work with Apple? I really love the package system of WME - makes updates so simple - can you just submit a new package (like with the PC version) that the device will automatically download? Or does the entire compiled application need to be resubmitted and downloaded again?

Thanks again.  :)

WME Lite / Editors
« on: March 23, 2012, 09:27:50 PM »
Hi again,

Just wondering about editors, and how they work with the iPad/iPhone. Can they be used? Does the onscreen QWERTY keyboard pop up over the game screen to allow you to enter text? Or.....?

Thanks.  :)

WME Lite / iPad 3
« on: March 22, 2012, 08:20:54 PM »

My game runs at 1024x768 - the iPad3 resolution is double that, so I'm just wondering if anyone knows how the iPad3 would display it? Would it display it fullscreen, or effectively in a box in the middle of the screen?

Thanks.  :)

Game announcements / Corrosion: Cold Winter Waiting released
« on: February 09, 2012, 11:44:05 PM »
Hey Muties,

Just thought I'd let you know that my game Corrosion: Cold Winter Waiting was released today. Woooop!!!  :)

You can check it out here if you like:

Thanks.  :)

Oh, and also, thanks to everyone who helped me over the years (especially Mnemonic) - very much appreciated - couldn't have done it without you guys - I shall make the necessary donation as soon as I am less fiscally challenged.  :-[ I shall not forget, I promise.

Game announcements / Corrosion: Cold Winter Waiting announced
« on: November 29, 2007, 12:58:05 AM »
Hey muties,

Thought you might like to know that we announced Corrosion: Cold Winter Waiting today.

You can check it out here:

And of course the game is being built with Wintermute.  ::rock


Game announcements / Restless - new game from Viperante
« on: August 01, 2006, 11:42:42 AM »
Hey everyone,

Just thought I'd let you know that our game Restless has been announced and is in production.

Check out the official site here:



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