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Messages - JustLuke

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1
Won't implement / Re: WME and GP2x is it Possible?
« on: June 11, 2006, 07:47:29 PM »
here is the the other thing i read. AGS WME are joining forces? if that is the case AGS has a linux run time engine

Old news, I'm afraid. As far as I know, due to a disagreement between the developers of AGS and Wintermute the merger was called off. Wintermute is now due to merge with Visionaire. Remember, guys, you heard it here first!  ;)

2
General Discussion / Re: A question about the commercial license fee
« on: June 01, 2006, 08:15:03 PM »
No, I wasn't hinting at any such thing. I'm too unsubtle to make vague accusations.   ;D

However, now you mention it, the lack of transparancy about this issue is a cause of concern. What's to stop you quoting a reasonable price to some and a hugely inflated price to others? I can only speak for myself here, but I couldn't even begin to consider adopting the wintermute engine until I knew the license fee, or a least a rough estimate.

3
Game design / Re: Opinion wanted for on a character concept
« on: June 01, 2006, 08:07:46 PM »
I'm also a European, and I agree that it seems harmless enough, but, being very liberal, non-nationalistic and open-minded, I'm constantly amazed at the things people get offended about. :P

4
Game design / Re: Opinion wanted for on a character concept
« on: May 31, 2006, 08:11:45 PM »
Thanks for the feedback, guys.

It's difficult to get the balance right between detail and simplicity. I could make the character more detailed but that would make animating him too time consuming, and I'm leaning towards the cartoon-style for that veryreason.

The body that I sketched is only a (very) rough placeholder and I want to completely alter both the style (making it more cartoony to match the left head) and the clothing (because it looks too much like Aladdin). Any ideas?

Without delving into politics, do you think that an Arabian Nights style setting featuring cartoony Arab characters is acceptable to people these days? Too sensitive a theme? Unappealing due to the Iraq situation? This will potentially be a commercial project so this is important.

P.S. I really appreciate any and all critiques. I don't have any artistic ego - so be brutal. If there is something you don't like, or that looks amaturish, unappealing or that you think just plain sucks, then please let me know.

5
Game design / Re: Opinion wanted for on a character concept
« on: May 31, 2006, 04:36:12 PM »
And here's a quick and dirty sketch of the character's body. What do you guys think?


6
Game design / Opinion wanted for on a character concept
« on: May 30, 2006, 06:33:36 PM »
Here's two alternative concept sketches for the main character in an Arabian Nights style story. He claims to be a heroic Sinbad-like sea captain, but in reality he's just an opportunist thief and swindler; think Jack Sparrow crossed with Sinbad.

So what I'd like to know is:

If I hadn't written the above description of the character, what sort of personality do you think would best fit these two portraits?

Generally speaking, do you prefer a cartoony or more "traditional" art style?

Which portrait do you prefer and why?

Anything else you can tell me?



7
Is there a reason why the commercial license fee isn't public knowledge?

8
General Discussion / A question about the commercial license fee
« on: May 30, 2006, 01:11:05 AM »
I know that the commercial license fee is probably decided on a case by case basis, but could you give me some idea about what to expect?

Let's say, for example, that I created a 1024x768 resolution 2d adventure game that I planned on selling online; something of a similar quality to Curse of Monkey Island with about 20 hours of gameplay. I would not expect or require any particular developmental support (because the engine already has all the features that I would require and I can create all of my own media assets) other than the bug-fixes that I am sure you will create anyway as a matter of course. What could I expect to pay to obtain a commercial license for something like this?

I'm sure that you will agree that it is essential that potential developers to know the cost of licensing Wintermute before expending significant developmental time and effort using it, and I'm certain that other users would find this information useful too. :)

Fantastic engine, by the way. I'm very impressed by your work!

9
Help wanted and offered / Re:Looking for cartoonish graphic artist
« on: February 13, 2003, 01:41:12 PM »
The best way of attracting a good artist to a project (other than paying them of course!) is to have something to show. Complete your game design and implement it with placeholder graphics. Get the dialogues, descriptive texts, and the puzzles working in the game and *then* start asking around for artists.

Good luck with your game. :)

10
Technical forum / Re:Quest for Glory-style RPG elements?
« on: February 13, 2003, 01:35:55 PM »
I think that it might, perhaps, be better if you were a little clearer on your pricing policy.

Just saying that it's going to cost $$$ makes it sound like you'll be charging a huge fee for the commercial use of your engine. Is there one price across the board? Would someone who makes a game in their bedroom and sells it as shareware have to pay as much as a professional developer?

BTW - I totally agree that there should be *some* charge. If a developer makes money from selling their game, then surely the author of the game engine should too.

11
General Discussion / Re:Why WME?
« on: February 12, 2003, 07:10:27 PM »
I think that if you are planning to use a high resolution (640x480+) then it makes sense to use WME instead of AGS. AGS is notoriously slow at higher resolutions and doesn't support anything higher than 800x600.

Also, AGS only supports 16 bit colour at the moment. Personally, I think that since you spend so much time staring at more or less static backgrounds in a 2d adventure game it is very important that those backgrounds look as good as they possibly can. 32 bit colour *does* look significantly better than 16 bit colour, despite what some people might say.

One thing that AGS has going for it is it's maturity. It's been around for quite a while now, and it is a proven engine (just look at Tierra's games). WME, while very promising, is still in an early stage of development. Who knows what nasty bugs might be hidden beneath the surface? Absolutely no offence intended to the creator/s of WME, of course - WME is quite an achievment.

12
Game design / A little arty doodle I made - What do you think
« on: February 12, 2003, 07:01:00 PM »
I was playing around in photoshop and I ended up with the picture below. It's kind of Monkey Island-ish, I think, and I'm fairly pleased with it to say that I didn't plan it or spend more than ten minutes on it. Opinions?

             

13
Technical forum / Re:Quest for Glory-style RPG elements?
« on: February 12, 2003, 06:54:21 PM »
What, isn't the MAD engine up to the job? ;)

14
Technical forum / Re:Quest for Glory-style RPG elements?
« on: February 12, 2003, 04:27:31 PM »
Well I'm always interested in finding out what new engines have to offer, and asking about QFG-like features is often a good way of judging how flexible they are.

The Wintermule engine seems like an excellent choice for 2d adventure games, but I'm still playing around with my own 3d engine.

15
Technical forum / Re:Quest for Glory-style RPG elements?
« on: January 27, 2003, 11:04:48 AM »
Thanks for the info.

Yes, in terms of functionality, the spell interface is just a second inventory. Also, now I'm thinking about it, there are chests that you can store items in - these also function as seperate inventories.

Perhaps at some point in the future multiple inventories (and the ability to assign them to various entities) might be possible? I understand that this would be an extremely low priority for you to implement.

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