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 on: January 20, 2018, 11:32:08 PM 
Started by SvarunGames - Last post by SvarunGames
For this screenshot Saturday we are sharing the Chapter I title screens - with and without text for your convenience :)

Much higher res - and with text:

 on: January 17, 2018, 03:03:36 PM 
Started by Eric Matyas - Last post by Eric Matyas

Here are this week's new free tracks:

On the City/Urban 2 page:
"Jewel Heist Intro" (Looping)

On the Fantasy 8 page:
"Life in a Mystical Village" (Looping)

On the Nature/Science 2 page:
"Mysterious Deep"

On the Puzzle Music 3 page:
"Power Puzzle" (Looping)

And on the Sci-Fi 6 page:
"Metal Monster Mash-a-Thon" (Looping)

Have a good week!

 on: January 16, 2018, 11:00:03 AM 
Started by Eric Matyas - Last post by Eric Matyas
Hey everyone,

I've uploaded a bunch of cool new metal images here:


Don't forget to check out the new categorized menu of links to all of my pages on the right-hand side of each page (if you haven't already.)  If you don't immediately see it, scroll down a bit. I hope it's helpful!

 on: January 15, 2018, 03:25:04 AM 
Started by ylegrand - Last post by Indra Anagram
Quick update : I managed to have a correct behaviour, but only because I have only 2 actors

Hey ylegrand!

I am pretty green to WME and know nothing about programming, but when I tried to load and set in motion several actors in my scene the problem was in 'Game.MainObject = actor;' line.

Maybe this will help you. Please tell me if that was the point.

 on: January 15, 2018, 03:18:21 AM 
Started by Indra Anagram - Last post by Indra Anagram
Hi anarchist!

I have not tested this code so if it produces errors let us know which errors appear

Well, I did paste your code in scene_init.script after reading your helpful comments and guess what? No errors were identified in the debug. FANTASTIC!  ::thumbup

However, I keep getting this behavior from first tree entity (
treebg1.X = 0;
, remember?):

You see? First treebg2 entity appears in the FAR LEFT (no problem with that) and nearly a second later treebg1 emerges from nowhere.

, or better yet try to solve them yourself first  ;)

In the attempt to solve this issue on my own I changed the starting x coordinate of the car entity, however the result turned out to look even more unnatural: first we see both tree entities frozen in the FAR LEFT edge and the car entity drives in to its SkipTo point from the FAR RIGHT edge and finally trees start moving like they should  :(

My question is -
Is there a way to start the scene with this FAR LEFT edge hidden somehow from our view? Is it possible to shift the "view" a bit to the right in order to conceal the starting points of the trees? Please tell me what you think about this!

This way no one will notice treebg1 teleportation))

Here are the scene files for your kind consideration. This way we both will see what the issue is with those tree entities.

My background image is 2400 X 600 and the scene "view" is 800 X 600. Any ideas about shifting the "view" from the default FAR LEFT background edge to the right?

anarchist, THANK YOU for your patience and knowledge! I guess it is difficult to understand things that I try to express sometimes (like with this last "view" question). Maybe we perceive the problem from different angles - logical (you) and visual (me). Will really have to reinvent my mind to acquire a programming mind type lol.

 on: January 13, 2018, 05:43:12 PM 
Started by Indra Anagram - Last post by anarchist
Lets take one of the scripts you showed as example and modify it. I will add comments in the code, please read carefully and understand what we are doing, DO NOT simply copy paste the code.

Code: WME Script
  1. //These are the STARTING POSITIONS of your entities
  2. treebg1.X = 0;
  3. treebg2.X = 100;
  5. var amountOfLoops = 5000;
  6. var loopsSoFar = 0;
  7. //This is the maximum X coordinate for ALL your entities.
  8. //More specifically, this is the "edge" of your screen on the right.
  9. //Whenever an entity reaches this X coordinate, you move it to the
  10. //FAR LEFT (meaning X = 0).
  11. var maximumX = 1200;
  13. //We will perform 5000 loops.
  14. while(loopsSoFar < amountOfLoops)
  15. {
  16.         treebg1.X = treebg1.X + 1;
  17.         if(treebg1.X == maximumX)
  18.         {
  19.                 treebg1.X = 0; //Move this tree to the far left.
  20.         }
  22.         treebg2.X = treebg2.X + 1;
  23.         if(treebg2.X == maximumX)
  24.         {
  25.                 treebg2.X = 0; //See here? We move the tree to the FAR LEFT (X = 0), NOT to its starting coordinate!
  26.         }
  28.         //etc. etc.
  29.         //You can repeat the same for all entities.
  30.         //There could be a smarter way to do this using arrays but for now try the simple version
  31.         //until you become better in programming.
  33.         //We sleep for 10 ms and we will loop 5000 times.
  34.         //This means this whole animation will take 5000 X 10 ms, meaning 50000ms.
  35.         //You can adjust the amount of loops depending on how long you want the animation to take.
  36.         //If you adjust how long the Sleep() command takes, you will in result adjust how fast the entities move.
  37.         Sleep(10);
  38.         //Increment (add one) loops counter so that the loop ends at some point. There are other ways to do it
  39.         //i.e. catch the ESCAPE key press and change a global variable, but for now try the simple way.
  40.         loopsSoFar = loopsSoFar + 1;
  41. }

I have not tested this code so if it produces errors let us know which errors appear, or better yet try to solve them yourself first  ;)

What I believe you were missing is that each entity, after it reaches the far right of the screen, it should move to the far left, NOT its starting position. This will work, because, even though the "max x" of each entity is the same and the far left position is always 0, each entity starts on a different X, therefore it will take each entity a different amount of time to reach the far right X coordinate.

 on: January 13, 2018, 03:16:52 PM 
Started by Indra Anagram - Last post by Indra Anagram
Basically you'd need just one script, that would move it's owner entity by decreasing its X position, and if X is lower than some threshold, it would increase it again and repeat the process.

What you want is the entities to start on the start position, move right and then, when they have reached a predefined position on the right they appear on the left.

Not wishing to sound harsh but all you do is to reset the x,y coordinnates for each object within a loop.

Hey guys!

Sorry, but I still don't understand how to make your script work for multiple tree entities. I tried to adjust it for several trees, and in the end it always causes errors and undesirable behavior. Please, if you know how the script should work, tell me what's the solution for several entities.

This script could be good for clouds too, btw.

THANK YOU for your friendly attitude and help!

 on: January 13, 2018, 12:58:34 PM 
Started by SvarunGames - Last post by SvarunGames
Hard working during December and January is starting to show this #ScreenshotSaturday - here you can see the interior of the Service Shuttle featured in K'NOSSOS Chapter I  :)

 on: January 12, 2018, 02:46:32 PM 
Started by Chamferbox - Last post by Chamferbox
We have a new model it's the Female Knight:


 on: January 10, 2018, 05:06:37 PM 
Started by SOLO - Last post by anarchist
I haven't used Theora, but what you want to do is doable through sprites and scripts.

Say you have an actor who is running. At some point you pause and have a quick time event. You will probably have a window with a half opaque background. Somewhere on the window you can add some text to give instructions to the user. You can also add any images you want (or even buttons if you want to go with that methodology).

On the window's script you catch left and right click events. Depending on what the user clicks, you either play the jump sprite on the actor (actor.PlayAnim('jump')) or the duck sprite (actor.PlayAnim('duck')). Any further actions can be easily scripted.

Alternatively, instead of actor you can use a sprite entity (again using PlayAnim).

This is of course a very rough description. You can ask more specific questions after you have given this some more thought. Good luck!

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