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

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Messages - shuin

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Technical forum / Re: A problem with hidden geometry file
« on: December 07, 2010, 10:35:54 PM »
You want it to be in the foreground and partially hide the character when it passes? Why not simply make the bush part of the foreground?

Technical forum / Re: Global variable problem
« on: November 10, 2010, 06:45:19 PM »
Did you initialize the global in the include file? You shouldn't do that

Game announcements / Re: Europa
« on: September 09, 2010, 07:45:52 PM »
Just wanted to wish you good luck with the project and i hope it will meet the fall 2010 date. Will play :)

I read about it a few days ago in AG. Looks great.  ::thumbup

Game announcements / Re: Fiona's fairy tale - dev thread
« on: September 22, 2009, 11:05:59 PM »
My advice is go with the 16 fps one... it'll look better. A well animated game is always a plus

Technical forum / Re: Can we create a highlight effect for sprite? A glow?
« on: September 21, 2009, 07:22:12 PM »
I also have a question. Can you make the glow effect on a 3d character?

General Discussion / Re: In 2007 I will ...
« on: January 02, 2007, 07:56:07 PM »
In 2007 i will try to complete the 1 room game that i want to make after reading about the escape competition. It'll be hard because i have my goals kinda high for this game and i can't do it without a team.

So the main goal will be to get some ppl to help.
The 2nd goal will be to actually finish it, since i always abandon my projects. I started 2 logic games and i abandonned both due to lack of motivation.

Good luck to you all in reaching your goals.

Help wanted and offered / In attention of all 2.5D WME-adventure makers.
« on: December 23, 2006, 09:48:29 PM »
This ideea came to me with the one-room game competition. I wanted to participate but I had no team. Since I missed the oportunity but still developed a story and gameplay mechanics for a one-room adventure, I'd like to make the project. But I need two 3d characters and a pre-rendered scene (complete with the HG file). 

For the characters you could lend me a character of the 2.5D games that you guys are working on yourselves. Look at it as an opportunity to promote your own games. My one-room game using your character can act like a teaser to your own game. I will also not only credit you at the end of the game, but even provide a teaser image of your game and link to your site.
I only need the 3d modell, and it must be a young man. I will animate it myself (or if you want you can provide the animations for your character as they will be in your game). So if anyone making a 2.5D adventure has a young man and wants to offer the modell for my one-room game, please contact me.

For the scene, if you as the leader of a 2.5D game development team, can talk to your modeller to make the scene, I will provide you with a sketch to get the ideea. It's a quite simple scene.

To those interested, I will send the basic script, as well as the sketch of the scene and some info on the character.

10x in advance

First of all congrats to nihil for being able to complete the game and for making it quite good (since it quallified 4 the 1st place). I look forward to playing it. Keep up the good work  ::thumbup

Secondly, I have a request. I couldn't make a one-room game for the competition due to several factors (seeing the announcement late, having a job, not having a team ;) etc). Nevertheless, i'm still going to make (hopefully) a one-room game special for this competition (with exactly this theme, escape, as its theme).
I ask you to judge my game (when finished) as if it was sent before the deadline, as if it was part of the competition.

10x in advance

Done / Re: Stencil shadows
« on: September 15, 2006, 06:38:34 AM »

   I must say i wanted support for stencil shadows for some time now (though no1 on my wishlist is another feature)... Take Still Life for example.. the shadows look awesome. Now that it's been announced the next version of the engine offers support 4 stencil shadows i'm very happy. I'll try to address some stencil shadows issues.

   Performace: it shouldn't be an issue in adventure games. They are not as cpu hungry as other genres so i think we could afford a fps drop as the price 4 stencil shadows.
   However trying to optimize the code should always be important in any engine. And i really mean what if we have more powerful video cards and CPUs? If most engines would be optimized (and i'm talking about fps engines, rpg engines and such) games would look like cgi on a decent configuration (just look at consoles.. take ps2, by optimizing the engines kh2 or god of war look better than their predecessors on the same hardware so the PS2 is used at its max performance. On PCs the hardware that appears is never used at max capacity because new hardware appears very fast and the new engines preffer to use the new power of the new hardware instead of optimizing and taking advantage of the max capacity of the old hardware). OK, sorry this is like an off-topic, but i felt the need to share this.
   Another issue regarding performance: an option of setting the shadow detail per-scene as Mnemonic suggested is a great ideea. I mean why generate a stencil shadow in a scene in which there is little to none interaction with the geometry? It'll just use CPU for no gain. Optimizing your game to use stencil shadows only in the scenes that need them is key to great game design. Optimization is the word :D
   Another good ideea is the alternate model 4 the characters. A very low-poly model, only 4 stencil shadow use, sounds good and combined with the option to use stencil shadows only in the scenes that need it, would make performance loss unnoticeable.

   The next issue, realism: the farther the shadow is from a lightsource, the dimmer it gets. The closer, the darker. It adds just a bit more realism to it. I hope it'll be implemented in a future release. That will increase even more the realism.

   However before stencil shadows, i really wanted a render-to-texure feature. Realtime mirrors and reflections is something i really need in my 1st game. I woun't even use real-time shadows (only simple shadows.. the blob :P ) in my 1st game, but i'll need lots of reflections. So Mnemonic, is there hope for a render-to-texture feature? Anyway i congratulate you for adding stencil shadows.

Keep up the good work!

Game announcements / Re: Restless - new game from Viperante
« on: August 06, 2006, 10:16:17 AM »
OMG those backgrounds are really hand drawn? They look gorgeous. At first i thought u guys made a mistake when u said they r handdrawn because they look like pre-rendered images. At a closer look they do seem hand drawn. U got a great artist in your team ;)

I have another question: how many polygons or triangles has that character in the screenshot? It looks kinda hi-poly.

Feature requests, suggestions / Re: water-effect
« on: June 03, 2006, 09:38:40 PM »

Since my scenes will be full of water and i'm a beginner in using WME, i want to know if i understood correctly.

to have animated water in your scene you must either:
1. make an animation of the water effect and play it as a theora entity over the static image of the water (is this the correct way or did i get it wrong?)
2. use the displacement plugin
3. treat water as a realtime 3d object like leucome said (did it work? anybody tried it? is it possible?)

Game announcements / Re: WME Logo
« on: May 18, 2006, 04:03:29 PM »
like them!

Technical forum / Re: a little problem
« on: May 01, 2006, 08:41:52 PM »
Well, first of all thanx for the reply.
Second i'm really sorry to bother u guys.. after documenting myself i found out about those attributes, and i managed to put the subtitles where i want on screen with the following code:

ghost.SubtitlesPosRelative = false;
ghost.SubtitlesPosX = 300;
ghost.SubtitlesPosY = 240;

Now i have another problem. My scene is 640X480. The background image is 640X2740 :D
I set the dimensions of the scene in SceneEdit to 640X2740. The problem is that when testing the game, the scene only scrolls to 635 (Y mouse position). It then stops, it doesn't scroll further down even though there's still a lot of background. Maybe i'm doing smth wrong?

Also a new question: how do i bold a certain word in a sentence? In the font definition file the bold attribute is set to false. Where do I set it on, and how?

Sorry again for these stupid questions, but i'm not very good as u might have quessed.

Technical forum / a little problem
« on: April 30, 2006, 03:49:24 PM »

Hope someone can help with a little problem.
I have a background image with the height larger than the scene's height. The bkg image scrolls down(dunno why, but since i wanted it to scroll it's great :P.
Also i made an invisible entity that talks (i wanted the effect of text appearing over the scrolling background).
My problem is this: the background scrolls a bit down, but when the first line of text appears (when the entity begins to talk) it stops scrolling. How can i make it continue its scrolling? I tried making the entity StickToRegion("floor"), but it doesn't work. Is there anyway to let the background continue scroll while the entity talks, and let the entity scroll with the bkg so that the writting will always be in the center of the screen?

10x in advance!

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