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

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 1 
 on: April 23, 2025, 03:54:30 PM 
Started by Eric Matyas - Last post by Eric Matyas
Hi Everyone,

This week's brand new free-to-use-with-attribution music tracks are:

"THE GRUMPY MONSTER'S CASTLE" (LoFi)
"TREASURE CAVE" (LoFi)
"OF LEGENDS AND FABLES 3" (LoFi)
"TROUBLE IN DREAMLAND" (LoFi)
"CANDY FACTORY" (LoFi)

You'll find them here:
https://soundimage.org/fantasy-13/

AD-FREE and COMMUNITY SUPPORTED

My website is 100% ad-free and community-supported. If you possibly can, please consider making a small contribution here:

https://soundimage.org/donate/

Enjoy, please stay safe and keep being creative! :-)

 2 
 on: April 16, 2025, 09:09:26 PM 
Started by Eric Matyas - Last post by Eric Matyas
Greetings Fellow Creatives,

This week's brand new Lofi tracks are:

8-BIT PERPLEXION
ARCADE PUZZLER
ARCADE PUZZLER_V001
BONKERS FOR ARCADES
FUNKY CHIPTUNE
IT’S RAINING PIXELS
IT’S ALWAYS SUNNY IN THE 80’s
THE ICE CREAM MAN

You can listen to them and download them here:
https://soundimage.org/chiptunes/

As always, they're 100% free to use in your projects with attribution, just like my thousands of other music tracks.

Attribution information is here:
https://soundimage.org/attribution-info/

100%  COMMUNITY SUPPORTED

My site is completely ad-free and community-supported. If you possibly can, please consider making a small contribution here:

https://soundimage.org/donate/

Enjoy my work, stay safe and keep being creative! :-)

 3 
 on: April 15, 2025, 10:53:10 AM 
Started by aleada21 - Last post by aleada21
Thank you!!!

 4 
 on: April 15, 2025, 04:47:44 AM 
Started by aleada21 - Last post by Mot
Hi aleada21 :)

Quote from: aleada21
It seems to work, but maybe there are other options?

What you did seems about right.

Quote from: aleada21
is it possible to disable fade when switching to another scene? I saw this parameter in ChangeScene, but maybe it is possible to do it globally?

You could create your own ChangeScene method (ie. a custom method), one that has the parameters FadeOut and FadeIn set to false. For example:

Code: WME Script
  1. {
  2.   this.ChangeScene(Filename, false, false);
  3. }

You can read more about the whole process in this section of the documentation:
Custom methods and objects.

Quote from: aleada21
is it possible to implement something like a gallery? I see it as a sprite where each frame is a separate photo, when you click on the buttons the frame changes

I'd say that the answer is yes. You can arrange images in a certain way and then trigger a change by clicking on a button. If you check out the wme demo project (also known as wme_demo.wpr), specifically the folder named interface, you will find examples of changes triggered by clicking on buttons.

 5 
 on: April 13, 2025, 08:45:55 PM 
Started by aleada21 - Last post by aleada21
did it
Code: [Select]
var miu = Scene.GetNode("meow");
miu.Active = false;
It seems to work, but maybe there are other options?

 6 
 on: April 13, 2025, 05:59:48 PM 
Started by aleada21 - Last post by aleada21
Hi everyone, I hope this place will help with the answer, maybe my question will seem silly. I'm trying to do a quest and I need to do this mechanics: When you click on one of the objects, should activate a point in the same scene, to move to another. I tried to do through if else, for some reason comes out an error, I attach the code below. I hope for your help! I apologize for possible mistakes, my main language is Russian, I write through a translator.

Additionally, is it possible to implement something like a gallery? I see it as a sprite where each frame is a separate photo, when you click on the buttons the frame changes. And also, is it possible to disable fade when switching to another scene? I saw this parameter in ChangeScene, but maybe it is possible to do it globally?

Translated with DeepL.com (free version)

Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene
global meow;



////////////////////////////////////////////////////////////////////////////////
// scene state
global Statespal1;
{
    if(meow == 1) {
        Scene.GetNode("meow").Active = true;
    }
    else {
        Scene.GetNode("meow").Active = false;
    }
}
// default values
if(Statespal1==null)
{
  Statespal1.Visited = false;
  // add scene states here
}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables



////////////////////////////////////////////////////////////////////////////////
if(!Statespal1.Visited)
{
  Statespal1.Visited = true;

  // this is our first visit in this scene...
}


Click script:

Code: [Select]
#include "scripts\base.inc"


on "LeftClick"
{
    meow = 1;
    Scene.GetNode("meow").Active = true;
    Game.Msg("CatActivate!");
}

 7 
 on: April 10, 2025, 02:02:18 PM 
Started by Eric Matyas - Last post by Eric Matyas
Hey Everyone,

Another hectic week...ugh! Do you ever feel like your life is out of control?  Anyhow, I managed to create some new music tracks to share with everyone. They're free to use, as always, with attribution. They are:

"BLOB MONSTERS RETURN" (LoFi)
"DISCO ANTS GO CLUBBIN" (LoFi)

You'll find them here:
https://soundimage.org/funnyquirky/

I really like the atmospheric quality of LoFi and I think it works well for these kinds of humorously weird tracks...it seems to heighten their weirdness even more...lol.

OGG MUSIC PACKS

Please don't forget to check out my Ogg Music Packs. These packs enable you to download all of my tracks at once by genre...a huge time-saver.  Plus, Ogg files sound richer than Mp3 files and tend to loop better in game engines.

You can also download all of my game music at once with my Game Music Mega Pack. You'll find the packs here:

https://soundimage.org/ogg-music-packs-2/
https://soundimage.org/ogg-game-music-mega-pack/

Enjoy, please stay safe and keep creating!  :-)

 8 
 on: April 09, 2025, 10:06:24 PM 
Started by MARTIN151 - Last post by Mot
I would add an event handler to the file game.script to take care of what happens when the user left double clicks. As I don't know what you coded in order to skip (walking) to a location, you may need to modify the next example to include both behaviours.

Code: WME Script
  1. ////////////////////////////////////////////////////////////////////////////////
  2. on "LeftDoubleClick"
  3. {
  4.   // what did we double click?
  5.   var ActObj = Game.ActiveObject;
  6.   if(ActObj!=null)
  7.   {
  8.     // using an inventory item on another object
  9.     if(Game.SelectedItem != null && Game.SelectedItem!=ActObj)
  10.     {
  11.       var Item = Game.SelectedItem;
  12.       if(ActObj.CanHandleEvent(Item.Name)) ActObj.ApplyEvent(Item.Name);
  13.       else if(Item.CanHandleEvent("default-use")) Item.ApplyEvent("default-use");
  14.       else if(ActObj.CanHandleEvent("default-use")) ActObj.ApplyEvent("default-use");
  15.       else actor.Talk("I can't use these things together.");
  16.     }
  17.     // just a simple double click
  18.     else ActObj.ApplyEvent("LeftDoubleClick");
  19.   }
  20.   // else propagate the LeftDoubleClick event to a scene
  21.   else
  22.   {
  23.     Scene.ApplyEvent("LeftDoubleClick");
  24.   }
  25. }
  26. ////////////////////////////////////////////////////////////////////////////////
  27.  

 9 
 on: April 07, 2025, 05:29:43 PM 
Started by MARTIN151 - Last post by MARTIN151
Hi everyone,

I need help. I'd like to enable skiping walking by double clicking. It already works. But there is a problem. When any item is selected, the actor skips the walking, but he doesn't use the item.

Does anyone know, how to code the doubleclick use for items?

Thanks.

 10 
 on: April 06, 2025, 03:51:51 PM 
Started by Eric Matyas - Last post by Eric Matyas
Hey there fellow artists,

I've created and uploaded some cool new concrete textures onto my website...you'll find them here:

https://soundimage.org/txr-concrete-pavement-seamless/

Maybe useful for roads, buildings, statues, bridges. etc.

CUSTOM WORK

Does anyone need some custom one-of-a-kind textures created? Or custom music? You can contact me here:

https://soundimage.org/custom-work/

As always, please stay safe and keep being creative!  :-)

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