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Messages - Atelier Sentô

Pages: 1 2 [3] 4
31
WME sources discussion / Re: Screen resolution scale down
« on: April 15, 2014, 07:59:29 PM »
Wonderful!
It's working now.
Thank you a lot, Mnemonic.

I'll test it with my game tomorrow and come back if something strange occurs.

Many thanks again!

32
WME sources discussion / Re: Screen resolution scale down
« on: April 15, 2014, 12:25:33 PM »
There's a "fatal error" when I try to compile "wmelite-julia-branch".
Here is the message I get in Visual C++ 2008 Express :

Quote
1>------ Début de la génération : Projet : wmelite, Configuration : Release Win32 ------
1>Compilation en cours...
1>main.cpp
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible d'ouvrir le fichier include : 'bass_fx.h' : No such file or directory
1>Le journal de génération a été enregistré à l'emplacement "file://d:\Atelier Sentô\the coral cave\wme lite - JULIA fork\visualc\Release\BuildLog.htm"
1>wmelite - 1 erreur(s), 0 avertissement(s)
========== Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré ==========

Sorry for the little bits of French in those lines.
Here is a translation of the 4th line:

Quote
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible to open the include file : 'bass_fx.h' : No such file or directory

I've tried again to compile metamorphium version of wmelite but I've encountered the same problem (explained on the quote above)
I've tried with the original wmelite and it worked fine.

Here is what I've done:

1- I copy the source files on a folder on my computer.
2- I download dep_visualc2008_september2013.zip and unpack it to visualc\dep directory
3- I open visualc\wmelite.sln in Visual C++ 2008 Express and compile.

But I get this error message again:

Quote
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible to open the include file : 'bass_fx.h' : No such file or directory

Any idea where the problem can be?
If not, it's not really important: I was just curious to try out Metamorphium's version.

Thank you for the help!

33
Technical forum / Re: Saving memory using repeated images?
« on: April 09, 2014, 05:24:42 PM »
So I can save memory and create very large scenes by repeating an image background and I can have multiple versions of my main actor just by changing some subframes.
It's an excellent news for me!

Many thanks, Mnemonic!
It helps me a lot.

34
Technical forum / Saving memory using small upscaled images?
« on: April 09, 2014, 11:04:08 AM »
I have a question about memory usage.
If I use one image several times in the same scene, will it weight as one image in the memory?

Examples:

1- Backgrounds:
In a very wide scene (10000x1080px), I use a repeated image for the background.
My background image is 1000x1080px and is repeated 10 times.
When the scene is loaded, does it load the background image only 1 time, even if it's used 10 times?
Is my scene as light as if it was only 1000x1080px, or as heavy as if it was 10000x1080px?

2- Actors:
My game takes place in Japan so my character is supposed to take off her shoes everytime she enters a house.
My idea is to have 2 main actors loaded in the game.
The first actor has naked feet.
The second actor's sprites reuse the same frames as the first actor. And I add small subframes for the shoes.
So my question is:
If I have 2 actors using the same frames (plus small subframes for the second one), will it be loaded in the computer's memory as 2 actors (loading the frames 2 times) or as 1 actor (loading the frames one time for the 2 actors + subframes)?

I hope my question isn't too muddled... It was difficult to explain in English.
Thank you!

35
WME sources discussion / Re: Screen resolution scale down
« on: March 22, 2014, 06:45:22 PM »
Thank you for the answer, Mnemonic.
I followed those instructions but I probably made a mistake somewhere. I'll try again in a few days.

36
WME sources discussion / Re: Screen resolution scale down
« on: March 21, 2014, 09:40:32 AM »
You can try my fork of wme lite. It should switch resolution to the nearest with correct aspec ratio and letterbox it.

https://bitbucket.org/JanKavan/wmelite-julia-branch

It looks very appealing.
Many thanks, metamorphium! Your contributions to the WME community are always so helpful!

There's a "fatal error" when I try to compile "wmelite-julia-branch".
Here is the message I get in Visual C++ 2008 Express :

Quote
1>------ Début de la génération : Projet : wmelite, Configuration : Release Win32 ------
1>Compilation en cours...
1>main.cpp
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible d'ouvrir le fichier include : 'bass_fx.h' : No such file or directory
1>Le journal de génération a été enregistré à l'emplacement "file://d:\Atelier Sentô\the coral cave\wme lite - JULIA fork\visualc\Release\BuildLog.htm"
1>wmelite - 1 erreur(s), 0 avertissement(s)
========== Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré ==========

Sorry for the little bits of French in those lines.
Here is a translation of the 4th line:

Quote
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible to open the include file : 'bass_fx.h' : No such file or directory

Is there anything I can do?
Thank you!

37
WME sources discussion / Re: Screen resolution scale down
« on: March 19, 2014, 08:53:02 AM »
A few months ago, I asked on the forum about WMELite downscaling on Windows.
You can read the thread here:
http://forum.dead-code.org/index.php?topic=5584.0

But I've found no solution to the problem.
If you find one, I'd be interested to hear about it!

Thank you!

38
Technical forum / Re: Layer opacity?
« on: February 18, 2014, 04:03:24 PM »
After more tests, I must admit that, even if the script works perfectly, the result doesn't look good.
The reason is very simple:
On a close-up layer there are a background and several nodes above.
When, per example, the background opacity is set on 100, the nodes are set on 100 + 100 (=the background below) : the opacity level of the nodes is added to the opacity level of the background.

So when the script is executed, the opacity changes like this:
background : 5 / Nodes : 5 + 5=10
background : 55 / Nodes : 55 + 55 = 110
background : 105 / Nodes : 105 + 105= 210
...

The nodes appear 2x faster than the close-up background.
The only way I see to get rid of that problem would be to cut holes in the close-up background and put the nodes exactly above those holes.
But is sounds too complicated.
So I'll just forget about having the close-up fade-in / fade-out.


I have another question about opacity.
Is there a way to change opacity for a subframe?

My heroine is a Japanese girl. So everytime she enters a house, she is supposed to take off her shoes.
My idea was to add her shoes as subframe and put the AlphaChannel to 0 everytime she's inside a house.
So there would be no need to load a new actor.

I've tried to do it this way:

1. I've added a Custom Property to the floor named "xShoes" which values are "shoes" when the character is outside and "feet" when she is inside.

2. On the frames of the actor's animation, I add a subframe of the naked feet and a subframe of the shoes.
Then I add a event called "EventShoes" and I attach this script to the sprites:

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3.  
  4. ////////////////////////////////////////////////////////////////////////////////
  5. //on "event"
  6. //{
  7. //  ...
  8. //}
  9.  on "EventShoes"
  10. {
  11. // get a region the actor is standing in
  12. var RegShoes = Scene.GetRegionAt(this.X, this.Y);
  13.  
  14. var frame = this.CurrentFrame;
  15. var subframe01 = frame.GetSubframe (0);
  16. var subframe02 = frame.GetSubframe (1);
  17.  
  18. if (RegShoes!=null)
  19.   {
  20.    switch(RegShoes.xShoes)
  21.    {
  22.      case "shoes":
  23.          subframe01.AlphaColor = MakeRGBA(255, 255, 255, 0);
  24.          subframe02.AlphaColor = MakeRGBA(255, 255, 255, 255);
  25.      break;
  26.  
  27.  
  28.      case "feet":
  29.          subframe01.AlphaColor = MakeRGBA(255, 255, 255, 255);
  30.          subframe02.AlphaColor = MakeRGBA(255, 255, 255, 0);
  31.      break;
  32.    }
  33.    }
  34. }

As you can see, I used the script for implementing footsteps sounds.
But I don't really understand how to call SubFrames.

And... nothing happens when I play the game.
My script is obviously all wrong.

Is there a way to fix it?
Or maybe it's just impossible to change the opacity of a subframe?

Thank you!

39
Technical forum / Re: Layer opacity?
« on: February 09, 2014, 09:51:18 AM »
Thank you 2.0!

I've tested the code in my game: the result is perfect!
Exactly what I was looking for.
I can't wait to implement it to every close-up layer in the game.
I will also take time to study it so I'll become better in scripting!

Many many thanks for your help!

40
Technical forum / Re: Layer opacity?
« on: February 08, 2014, 09:30:29 AM »
Thank you for your answer!

I've spent some time today, studying the flashlight script, but I couldn't find a way to solve my problem.
I'll continue to think about it.
Maybe I'll find the answer later!

41
Technical forum / Layer opacity / subframes opacity ?
« on: February 05, 2014, 10:11:02 AM »
Hello,

I need your help. I'm not good at programming and I have this little problem:
I'm wondering if it's possible to change the opacity of an entire layer.

Per example, when the player opens a close-up layer, it smoothly becomes visible.
When the player closes it, it smoothly becomes invisible.

I've made a test with the  AlphaColor command :

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   var layer = Scene.GetLayer("closeup_winch");
  4.   layer.Active = true;
  5.   layer.AlphaColor = MakeRGBA(255, 255, 255, 50);
  6.   Sleep (100);
  7.   layer.AlphaColor = MakeRGBA(255, 255, 255, 100);
  8.   Sleep (100);
  9.   layer.AlphaColor = MakeRGBA(255, 255, 255, 150);
  10.   Sleep (100);
  11.   layer.AlphaColor = MakeRGBA(255, 255, 255, 200);
  12.   Sleep (100);
  13.   layer.AlphaColor = MakeRGBA(255, 255, 255, 255);
  14. }

And the FadeIn command:

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   var layer = Scene.GetLayer("closeup_winch");
  4.   layer.Active = true;
  5.   layer.FadeIn(500, 255, 255, 255, 0);
  6. }

Both didn't work.
Is there anything else I can try?

Or maybe it's just not possible?

Thank you for your help!

42
OK, thank you!

43
Thank you for your answer!

Windows is not really the focus of WME Lite
So if I understand well, it's better to release the wintermute version of the game for Windows and the wme lite version of the game for other platforms.

And if I really want to scale, I'll have to modify the code.
I'm not skilled enough to do that right now.
So I bookmark this page and continue to learn more about WME.
I'll come back later if I have more questions to ask about this.

Thank you again for the help!

44
If I understand well:
A game made with Wintermute won't be able to open full screen if the game resolution is larger than the screen resolution.
Wintermute can up-scale but can't down-scale.

I've read in this topic :
WME Lite scales both ways

I've created a new project with a larger resolution than my computer's screen and open it on wme lite.
When I launch the game on Windows, it automatically starts in full screen... but the game isn't scaled.
I see only a part of the game displayed at its original resolution.
So a large part of the game is outside my computer screen and I can't see it.

A picture to explain what I mean :

I see only the bright part on the computer's screen while the dark part is outside.

Is there something to do to activate down-scaling?
Or maybe down-scaling isn't possible on windows, even with wme lite?

I hope I understandably explained my problem. Thank you for reading! And many thanks for your help!

45
Game announcements / Re: Awakening: Burning Ashes
« on: September 30, 2013, 08:35:42 AM »
The art is really impressive.
Looks like a lots of work!!!
Congratulation for being so close to the end of your beautiful game!

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