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Messages - Mnemonic

Pages: 1 ... 380 381 [382]
5716
Feature requests, suggestions / Re:Sprite animation
« on: January 23, 2003, 09:45:03 AM »
In SpriteEdit, the individual animation frames can be composed of multiple images, i.e. you can have for example one body picture and overlay different heads on it.
But it can only be used for simple animations, there's currently no way of overriding the default walking animation (although it's about to change...).

5717
General Discussion / Re:New download idea...
« on: January 23, 2003, 09:14:18 AM »
OK, I'll do it. And I'll put the docs separately ASAP.

5718
Game announcements / Re:New upcoming cartoon adventure
« on: January 23, 2003, 09:12:30 AM »
Well, good luck! Any screenshots yet? ;)

5719
Technical forum / Re:System requirements?
« on: January 23, 2003, 09:10:59 AM »
Yes, the number of sprites on screen, plus their size. But I really don't think there should be any performance problems in 640x480.

5720
Technical forum / Re:Scripting...
« on: January 23, 2003, 09:02:40 AM »
I have only seen AGS very briefly, but as far as I know you can build a game with AGS without any scripting at all. That's not the case of WME.

As for the supporting tools, it's hard to say, because the two systems are IMHO very different in the design philosophy. Well... I think some AGS user should answer this question ;)

5721
Technical forum / Re:Problem
« on: January 23, 2003, 08:55:56 AM »
That's weird  ??? From the WME log you've send me, the engine crashes while it is detecting the 3D devices; that's why I thought it might be a driver problem. Could you please save the configuration log in the dxdiag utility and send it to me so that I can see what exactly is your hardware config?

One more question: are you able to run the standalone WME demo game (there is an icon in the WME's Start menu folder)?


P.S. Sorry for the llama thing, it seems to be a YaBB SE default setting :)

5722
Feature requests, suggestions / Re:About the gui`s
« on: January 22, 2003, 04:04:53 PM »
Yes, you are right, I have plans for that but it's currently a low priority task...

5723
Technical forum / Re:System requirements?
« on: January 22, 2003, 03:22:18 PM »
Sorry, I won't give you exact numbers. It is pretty much dependent on the complexity of your scenes and whether the game runs in the accelerated mode or not. In general, the most important part is a video card, everything from TNT2 and better should be fine (and especially in 640x480).

5724
Technical forum / Re:Scripting...
« on: January 21, 2003, 03:17:36 PM »
I'm afraid you'll need some scripting skills to develop in WME. Although the tools will prepare a framework for your conveninece, you'll still need to program the specific behavior of your game.

5725
Technical forum / Re:Commercial games.... Question.
« on: January 21, 2003, 03:10:13 PM »
The terms of the commercial exploit of the engine have not yet been decided, since the engine is still in a beta stage. It would probably require an individual, project specific, agreement...
There are no third party licensing issues that I'm aware of.

There is an online documentation included with the Development Kit (in CHM format), although it's not yet fully finished.

5726
Feature requests, suggestions / Re:Foreground objects
« on: January 21, 2003, 09:54:42 AM »
This is pretty awkward, if one has completed background bitmaps. Maybe you could have a look at the way Sludge solves this problem. It's much easier to paint over the objects with a single colour.

I'm not very familiar with Sludge so maybe I'm missing something, but I don't see much difference in painting over the object with a single color, or painting the surroundings of the object in one colour. Or...?

5727
Technical forum / Re:Some questions
« on: January 21, 2003, 09:30:10 AM »
Can I create a box or gui around a conversation options?

Yes, you can assign a "window" object to the response box.


And can I add some Icons next to the options like in MI?

No, currently the options can be either a simple text (that's what you can see in the WME demo) OR icons (Broken Sword style).


Also, is there anyway I can make a LEC GUI like COMI and MI 1 and 2?

COMI - yes; MI 1 and 2 - yes, but you'd have to design the scenes with respect to the verbs/inventory area.


Is there a way of adding a text parser to the GUI?

Well I think it would be possible to write some simple parser, but it would require a lot of scripting...


Can we add menu's to the GUI like in the early Sierra games?

You could build a menu system using the WME's windows and buttons, but it probably wouldn't behave exactly the same like the Sierra style menus.


Basically, what kind of stuff can it do? Its a little difficult to understand fully what its capabilities are.

Yes, the GUI layer isn't yet documented, but basically you can create "windows", those can have a backround image, title bar etc., plus the windows can contain other windows and "widgets", such as buttons, single line editors and static texts or images. Using these simple elements you can build up rather complex interfaces.
In the future  plan to add more widget types, like sliders and some simple HTML viewer (something like the Sidney computer in GK3 or the PDA in Spycraft).


And will you ever be able to compile the game into a single EXE?

No, it will always be the EXE plus one or more package files (*.dcp). You can build the packages in ProjectMan using the "Compile packages..." command.

5728
Technical forum / Re:General questions...
« on: January 21, 2003, 09:08:09 AM »
and i was wondering if the current WME release is equipped enough for me to begin making my game.

Well there are still some things missing, or not exactly how I want them to be, but I believe all the basic functionality is in place.


And another thing - would a college degree of knowledge in C be enough coding experience to be able to use the WME with relative ease?

Yeah, I think so. Of course, it depends on how much complex scripts you're going to write  ;) but I believe the scripting in WME isn't very complicated and a C experinece will definitely help a lot.

5729
Technical forum / Re:Scroll Question...
« on: January 21, 2003, 08:59:36 AM »
The scene always tries to synchronize its scrolling with the position of the actor, hence the actor's walking speed really affects the scrolling speed. Plus the individual layers scroll at different speeds depending on their dimensions.

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