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Messages - eborr

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Technical forum / Re: Fix to Tru-Type Font Problem
« on: January 03, 2018, 01:10:48 PM »
@anarchist, thanks for the info, that would seem to be exactly the data I am looking for.

@hcdaniel, good suggestion, however we are a far way in with our application, and although we don't use any explicitly 3d calls I am nervous about moving to lite, having no experience with it, and being a fair way in with application development. I am also unsure about the implications with using some of the libraries in lite, both from a technical, and/commercial point of view

Technical forum / Re: Fix to Tru-Type Font Problem
« on: December 31, 2017, 01:40:46 PM »
Thanks for the extra info - if the font size is a custom setting in windows then somewhere that information should be available.

This is my current plan -which will address the issue.

1. To create a series of alternate font directories at the moment 1 am looking at 100% and 125% - but there is no reason why I can't do more
2  Create a short "compatibility" program which will demonstrate a series of screen labels and then allow the user to select the one which works best with the environment
3 The selection will be stored as a registry entry
4. On loading the game,  -dependent on he registry value, a global path to the correct font files will be set

Not perfect - the better option would be able to access the setting automatically - but until I can do that this will work

Technical forum / Fix to Tru-Type Font Problem
« on: December 19, 2017, 09:35:07 PM »
I know a number of people have suffered from the problem of screen text appearing larger on the screen on some computers than others.

This issue appears in windows 10 and only on laptops which have physically smaller-higher resolution screens.

Typically the graphic drivers which support these screens will display text at 125% of the font size.

To fix the problem my solution is to create a second font directory and when you are running on one of these smaller high resolution screens you set the font attribute to files in this directory.

I still have to figure a way of "discovering" the screen size - I have a couple of ideas in mind - one of which will involve external code - but it's quite a complex fix - the other is within WME - but I am not sure fi this works

you need to set the sleep to between 5 and 10 otherwise it will take ages to cross the screen

to get the KNOSSOS demo

also on itchio and gog - but I don't have the links

Not wishing to sound harsh but all you do is to reset the x,y coordinnates for each object within a loop. I dont have access to a win box at the moment but the code goes something like this

Myobejct.X =0;
while (Myobject.X <Screensize+objectsize)
    Myobject.X = Myobejct.X +1;
    SLEEP(<some int >);

Obviously this ie not pure WME script but I hope you get the general idea. You set this up as a script you can call, and invokr it for the duration. If you want to see this in action look at the cars in the background in the K'NOSSOS tutorial.

thanks for the pointer but I can't seem to find the relevant text to change

Technical forum / Re: Mirror reflection for 2D character
« on: November 03, 2017, 12:32:03 AM »
Sorry to disappoint, there is no such automatic feature, but if it's important then no doubt you could "fake" the effect by creating a suitable 2D graphic, you could trigger in with an actor entry event to a region.

With sufficient attention to detail, you could creating a pleasing effect

"smoke and mirrors" as they say in the trade.

Just to add one or two other people are taking notice.

We got a recommendation to one of the best free games of the week at PCGamer

there's still a bit of power in the old engine

this one is bothering me to, I cannot find a solution, I was hopeful that adjusting the caption would change this, but it's not the case

Technical forum / Forcing a response window to close
« on: February 22, 2017, 04:53:06 PM »
I wanted to programmitically  force a response window to close. Seemingly this is not possible as the visible state of the object cannot be altered, nor can it be destroyed. I image for good reasons this level of access is not available, and neither is there any capability to force the the response box to close with a statement like Game.GetResponse() =1.

I managed to code around the problem, but it's not an ideal result. By the way even Game.Reset() does not appear to affect an active response box

Why is there a single passanger onboard a colonization ship? Does the ship have a seed bank or something? Otherwise how is one person going to colonize a planet?

Other than that nitpicking, the game looks fantastic. Hurry up and release it!

Good comments, We have the answers to your questions - but guess what I am not going to tell you, play the game and all will be revealed. Glad you like the look it's a big plus for us to get a positive reaction from another mutie

I have had a look at Unity and tbh have some reservations, I know one team who moved away from it, as the functionality they wanted to use for the 2d elements were supplied by a third party, who simply were not keeping pace the development of the Unity core. I cannot afford to take the risk of spending months developing something on a platform where there is an unreliable third party dependency .

glad it helped

as to the lack of posting

perhaps we are apart from the guys promoting stuff, I am working really hard trying to get something ready for a crowdfund. It seems from looking around the net adventure gaming is still going strong, and I have not come across an engine that does what we need to do better than WME.

I fear for our next project we may have to move onto something else, the main driver behind that is the different platforms. I am not convinced on using WME lite, I am not knocking the work people have done, I am concerned that people with proprietary systems like IOS an Android will make changes which may games built on lite unusable.

2 thoughts  - 1 attach a script a move the containers x/y pixel by pixel in whatever way you want to move it.

2. Not tried this so it's a bit of a guess, instead of moving the character by a number of pixels per frame, change the hotspot, that should give you a level of motion.

my guess is that you have to move the container

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