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Messages - HCDaniel

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Game announcements / Re: Five magical amulets for iPhone/iPad
« on: May 16, 2017, 06:28:49 AM »
I already checked what's available in czech. The game itself is complete e.g. can be played in czech, with only some inserts like "several hours later" still being english, and maybe some parts of the menu. The only relevant part that is missing are the in-game hints.

Translating the hints is not trivial, it took me quite a while for the german version. I've asked Mnemonic for help on the czech version, because I could not do the translation by myself. Although I thought about releasing the czech version with english hints, I don't really want to.

Once I have something, would you be willing to test the czech version before release?

Game announcements / Re: Five magical amulets for iPhone/iPad
« on: May 15, 2017, 08:19:02 PM »
The german version is now available in all app stores. When the app is started for the first time, you can select english and german language now. Its a static 1-time-only setting, because the dynamic language switching resp. application of a new language to savegames is not (yet) in place.

Game announcements / Re: Five magical amulets for iPhone/iPad
« on: May 04, 2017, 06:52:44 AM »
German testers wanted!

I have added missing translations of the German version (mainly the in-game hints) and am now looking for testers.

If you wish to get access to the German version before release, install the app from the store of your choice and then contact me via the support email of that store. I will then add your account to the testers group, and you will receive the test version soon as update.

Game announcements / Re: Five magical amulets for iPhone/iPad
« on: April 04, 2017, 08:58:41 PM »
Thanks to the permission of the original authors the game is now available again in english in the app store for iPhone/iPad (, in the Android "Play Store" ( and in the Microsoft store for Windows 10 desktop & mobile (

I hope to add a static language choser to the app and revive the czech and german version as well in the coming weeks.

Game announcements / Re: Krabat a potajnstwo serbskeho krala
« on: November 23, 2016, 09:12:12 PM »
Finally, after passing the review, here's the free ios app:

What a cool engine that works on 3 mobile platforms!

Game announcements / Re: Krabat a potajnstwo serbskeho krala
« on: November 19, 2016, 03:27:47 PM »
We have released a free Android demo. Please check it out:

We are very curious about your feedback, especially due to the huge variety of Android devices.

Game announcements / Re: Krabat a potajnstwo serbskeho krala
« on: October 31, 2016, 09:20:20 AM »
A free Windows 10 demo has been released. Feel free to check it out:

Any feedback is welcome, especially to the relatively "fresh" Windows RT port of the wmelite engine.

WME Lite / Re: Proof of concept: script compiler library for Linux
« on: August 02, 2016, 08:22:00 AM »
To run your adventures in Linux (without emulation), just make sure that you can play them using WME lite. Then the OS does not matter, and it should run on Windows (traditional Desktop), Linux, Mac OS, Android, iOS and Windows (UWP app).

The script compiler for Linux (and other unixoid systems) is useful if you want to compile scripts without the WME Project Manager. For instance, if you want to develop and test a game with WMElite in Linux, without emulating the Windows WME tools. This scenario is probably not very likely.

So far, the "best" usage I found is the WME development app for Android. You can use it with both your game compiled as packages, but alternatively also the project sources only. The script compiler will then compile the scripts on demand. Script compilation seems to be a compute intensive task, on Android you'll see the difference in startup and scene change time instantly. The advantage is that for development you just need to sync your changes, not always the whole project.

WME Lite / Re: WMELite development version for Android
« on: July 29, 2016, 11:28:37 AM »

I have published an update to the development app. Playback of .wav files is no longer broken and Targa graphics support has been added as I found it to be used in at least one game. A fallback .ttf font is now also available in case your game relies on that mechanism.

I also added initial (experimental) keyboard support. The engine can unfortunately not really "guess" when there's the right time to show an on-screen-keyboard, so there are 2 new methods "Game.StartTextInput(int)" and "Game.StopTextInput()" to be added to the scripts that expect to receive keyboard input. The parameter to "StartTextInput" is currently ignored, but if relevant, you can specify the desired screen y coordinate that should be "best visible" while the keyboard is shown. In the future the visible part of the game might be adjusted appropriately so that the specified coordinate is in the middle of the remaining screen area above the keyboard.

Please try it out and let me know what works/doesn't work!

WME Lite / Universal Windows Platform (UWP) demo
« on: June 07, 2016, 11:30:14 AM »

I created a demo app for UWP and uploaded it into the store:

It is based on my branch of WMElite. Should work with both mouse & touch input.

I made a deviation to the user interface, a short click/touch will invoke the "look action", and a long mouse click/touch will show the overlay menu.

Source code is on bitbucket. Feedback welcome.

You can follow the instructions with VS2015, the upgrade wizard should apply the necessary changes when migrating the project.

WME Lite / WMELite development version for Android
« on: April 27, 2016, 12:31:23 PM »

I have released a "development" Version of the WME Lite engine for Android on Google Play:

If you just install & run, you will see the "Molly" actor only in an empty scene.

But if you connect your device to a PC and place a game onto the tablet (either packages or all the project's files, but please not both - I don't know what happens then), and then start the app, you might see your game running on Android.

The app is compiled from my WME Lite branch and includes the script compiler. If you copy all your game files, make sure not to copy the package folders, only the content. You can easily check this - the "" file should be in the root folder of your storage afterwards. If it is in a subfolder, it won't work.

The changes from my branch should not have too big impact. I'm using SDL_Mixer instead of BASS (to avoid cost of a license), and I have stripped down the FreeImage library, so it could be that some file types are not supported. MP3 files won't play, for instance, only ogg. I don't remember whether I kept .wav files in. Image support is also limited to .png .jpg and .gif.

The app tries to "guess" the folder where the packages or the game files were placed. Unfortunately manufacturers have a lot of freedom there, so I can't guarantee that the folder you place your files into will be found. (In case you know your internal folder name just let me know - I can safely expand the list.) If you know your way with the Android SDK, you can also use the "adb" command line tool to copy ("push") files onto the device. Although highly discouraged, I have not found any device yet that does not handle "/mnt/sdcard/" as target folder - even if mapped to sth. different internally.

Depending on how you left the app (exiting, switching to a different one, just exiting to home screen) it might not always pick up your latest changes to the files & packages. Make sure to remove the app from the "recent apps" list then.

Some settings can be modified with a "settings.xml" in the root folder (e.g. next to your packages resp. files). I suggest to use sth. like this for a start:

Code: [Select]
<?xml version="1.0" encoding="UTF-8"?>

You can change the "DebugMode", "LogWriteMode" and "PixelPerfect" options as you like (just set those that you need to "1").

This way you can easily test for yourself how your game would work on a touch platform. All events are "left mouse button" events, and you will unlikely hit coordinates exactly.

I hope this helps if you "just want to know how a game looks on a touch platform", and with the script compiler available, you can even try out things fast.

If you experience an app crash, please report it (Android will ask you whether to report or not, please do!). But if something else doesn't work, I can only help you if you know your way with the "adb" command line and send me the log output ("adb logcat").

For iOS I doubt that the same thing is possible. I have no idea how such a "development app" could pass app review, and I have no idea how to supply the files separately to the app.

Have fun!

WME Lite / Question about CBGame::UnregisterObject
« on: March 07, 2016, 08:38:49 PM »
Hi Mnemonic,

I'm experiencing the same thing that happened here: with WMElite.

Do you know whether the fix you did back then made it into WME lite?

I looked into the code and am trying to understand what happens. In my case, a window is unloaded (with Game.UnloadObject) shortly after a call to Game.SaveGame.
The crash happens shortly after load, when the Game.UnloadObject command is reached, because the window object somehow refers(?) to/is casted(?) to/contains(?) an "CScValue" object, and the "InvalidateValues" method is called, which tries to call "IsNative()", and that one crashes because "if(m_Type==VAL_VARIABLE_REF)" is true but m_ValRef is NULL for one object of the list of instances. (As far as I understand the situation.)

I have no idea how it can happen that an CScValue object can have the m_Type field set to VAL_VARIABLE_REF but no valid m_ValRef, at least after load. Can you help me out (once again)?



WME Lite / Re: WME lite crash report support
« on: March 04, 2016, 07:59:49 AM »
Thanks a lot Mnemonic! I just tested it with your original crash report dll :) This is cool!

Technical forum / Re: Strange artifact on scaled png
« on: March 03, 2016, 09:13:11 AM »
Is this happening with WME or WME lite? And does enabling resp. disabling the "pixelperfect rendering" option in WME lite make a difference?

We saw similar issues (not the same issue exactly though) with WME lite on Windows using Direct3D. OpenGL behaved better on this, but had other issues. Finally we kept Direct3D as default.

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