[dirGames-L] asigning castmember to sprite
Mark Castle
markie at the-castle.com
Tue Dec 20 17:55:59 EST 2005
The way I typically approach this is to use a separate castLib for each
language. You can even have an "empty" one with members that are placeholder
only, but I'll use my native language as the default on a project.
When the movie runs, it's linked to the default castLib (native language or
"empty" castLib)
Code determines what language you should be displaying for, and the castLib
path is set on the fly to the correct castLib.
The thing to note is that each castLib needs to have the exact same members
in the exact same places. Same kind, same size, etc. It's pretty simple once
you get your head around it. One line to swap the castLib, and no other
code. :-)
Markie
-----Original Message-----
From: dirgames-l-bounces at nuttybar.drama.uga.edu
[mailto:dirgames-l-bounces at nuttybar.drama.uga.edu]On Behalf Of nik
crosina
Sent: Tuesday, December 20, 2005 5:34 PM
To: Director - Shockwave - and Flash Game Production
Subject: Re: [dirGames-L] asigning castmember to sprite
the problemn I encounter here is that which cast are the sprites
pointing to BEFORE i reasign them to say 'dummy' (which by this time
has had its filename set according to language choice?
I always wipe out the sprites in the by removing a cast, so I presume
they need to point to something. And when I point them to an external
cast, then it does not seem to switch with the filename asignement.
:(
On 12/19/05, nik crosina <ncrosina at gmail.com> wrote:
> nio, it's not web based, no I ma sort f lucky here, becasue this
> CD-ROM has to be done virtually in one day. Not bad if I can pull it
> off...
>
> Nik
>
> On 12/19/05, Sebastian Lucas <sebas at gamesandweb.com> wrote:
> > Hi,
> >
> > Nik, is your project is a web based director movie? if your answer was
yes
> > try this:
> >
> > First of all create an empty castLib external (eg. "dummy.cst") and
import
> > it to your movie (don't put any data here).
> >
> > Your languages castlibs must be externals you must download it with the
> > preloadNetThing procedure. When you have this point done you must set
the
> > castLib (x).fileName (where "x" could be "dummy") to the lenguage (eg.
> > castLib ("dummy").fileName = "German.cct").
> >
> > When you have to set the member of an sprite you have to write this:
sprite
> > (1).member = member (1, "dummy").
> >
> > Remember, first download the language castLib after set the member.
> >
> > I hope that it solves your little problem. =)
> >
> > ----- Original Message -----
> > From: "nik crosina" <ncrosina at gmail.com>
> > To: "Lingo programming discussion list" <lingo-l at lists.fcgnetworks.net>;
> > "Director - Shockwave - and Flash Game Production"
> > <dirgames-l at nuttybar.drama.uga.edu>
> > Sent: Sunday, December 18, 2005 8:51 PM
> > Subject: [dirGames-L] asigning castmember to sprite
> >
> >
> > > Hi,
> > >
> > > I have 3 casts:
> > > - 1 internal with common cast members
> > > - 2 identical casts in respect of their content and the way the cast
> > > members are named, but different in what the images / text are (ie one
> > > displays words in English as images and text, the other in Spanish)
> > >
> > > I choose the language by setting a global variable, whereby the
> > > clicked sprites member name is the name of the cast as well (ie.
> > > 'english' and 'spanish'):
> > >
> > > **************
> > > global gLanguage gLanguage
> > > property SpriteNum SpriteNum
> > >
> > > on mouseUp me mouseUp me
> > > gLanguage = sprite(SpriteNum).member.name
> > > end
> > > **************
> > >
> > > To each sprite that has a 'langugae sensitive' member attached to it,
> > > I attach this script:
> > >
> > > **************
> > > global gLanguage
> > > property SpriteNum
> > >
> > > on beginSprite
> > > sprite(SpriteNum).member = member("Capital", value(gLanguage))
> > > end beginSprite
> > > **************
> > >
> > > While working very well in Authoring mode, it comes up with a
> > > 'castmember not found' error during run time? And I can't see where I
> > > am going wrong....
> > >
> > > Any ideas? Anyone dealt with language selection efficiently, without
> > > having to load in two sets of members, just in case?
> > >
> > > Thanks
> > >
> > >
> > > --
> > > Nik C
> > >
> > > _______________________________________________
> > > dirGames-L mailing list - dirGames-L at nuttybar.drama.uga.edu
> > > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l
> >
> > _______________________________________________
> > dirGames-L mailing list - dirGames-L at nuttybar.drama.uga.edu
> > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l
> >
>
>
> --
> Nik C
>
--
Nik C
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