Please login or register.

Login with username, password and session length
Advanced search  

News:

This forum provides RSS feed. To query recent posts use this url. More...


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lebostein

Pages: [1] 2
1
Game announcements / Re: Foxtail - oldshool adventure game
« on: July 14, 2015, 09:30:40 PM »
Wow! incredible....

How do you manage the Mac and Linux release? Are there Wintermute players for Mac and Linux available meanwhile? I have not followed the development of WME the last years....

For more feedback you can post the game informations in the forum of the german adventure community:
https://www.adventure-treff.de/forum/index.php
You can also post in english...

2
Scripts, plugins, utilities, goodies / Anime Studio -> WME Sprite
« on: July 14, 2009, 01:04:31 PM »
Hi,

in dependence on the free download of Anime Studio (http://forum.dead-code.org/index.php?topic=3705.0), here is a tip to export animations to wme sprites (almost) directly.

1. With this free Anime Studio 5 version, you can't export single png files (in Pro version only). But you can export a png based QuickTime movie:
http://www.lostmarble.com/forum/viewtopic.php?t=13927
Here you can download an example movie: http://www.lebostein.de/tutorial/anime/Henry_Jump.mov

2. Download my little python script, to convert a png based QuickTime movie to wme sprite:
http://www.lebostein.de/tutorial/anime/mov_2_wmesprite.py

3. Edit the script header:

Code: [Select]
# =======================================================================

wme_directory = 'S:/WME_Games/Loeffel/data/'
wme_subfolder = 'actors'

moviepath = 'C:/TEMP/Henry_Jump.mov'

frame_hotspot = [70, 240]
frame_delay = 24
frame_alpha = 255

# =======================================================================

wme_directory = directory of your game data folder, important: end with '/'
wme_subfolder = an existent (!) subfolder for the new sprite (actors, interface, items...)
moviepath = path of your png based QuickTime movie, important: an underscore to separating name (Henry) and action (Jump) is required!

Save the script!

4. Start the script:
with double click on the script or in console: >>> python mov_2_wmesprite.py

5. Check your game directory:

before:


after:




Now, double click on the sprite to load it into the sprite editor. Have fun!

3
Software and games / Anime Studio 5 (formerly Moho) for free!
« on: July 13, 2009, 01:22:59 PM »
Hi,

http://my.smithmicro.com/freeanime/

Quote
For a limited time we're letting new customers download the previous version of Anime Studio absolutely FREE! We hope you'll take advantage of the offer, fall in love with the program and then upgrade to the latest version.

 ::thumbup

4
Technical forum / change background color?
« on: January 28, 2009, 09:31:14 PM »
Hi,

in wme, the background color is always black (when I create an empty room for example). I need a white paper to draw all my sprites and interfaces on it. How can I change the default background color? If it's impossible, how I can draw a global white sprite before scene and interface graphics are displayed?

Thanks...

5
General Discussion / Re: Latest beta: WME 1.8.9 (December 20, 2008)
« on: January 25, 2009, 10:11:21 AM »
Mnemonic, will you build final (not beta) version of WME?
Yes, please. I hope the support of WME 1 don't stop over the next months...

6
Technical forum / Re: Game.GetMusicPosition() starts with 2999...
« on: December 11, 2008, 08:02:42 AM »
SetMusicPosition does work properly, GetMusicPosition doesn't.

Sorry I have read over your last post ("There are imprecisions in GetMusicPosition(), up to the size of the sound buffer. This is a known issue...")

OK, I understand... at the moment the GetMusicPosition() function is useless...
But, how can I handle this imprecisions? Can I set or get the size of the music buffer?

7
Game announcements / 1 1/2 Ritter
« on: December 10, 2008, 03:23:44 PM »
Hi,

the adventure game "1 1/2 Ritter" ("one and a half knights") based on a german (fun-)movie was created with wintermute engine.
http://wwws.warnerbros.de/ritter/ (Demo in german available)

A new and interesting example for the commercial use of the engine...

8
Technical forum / Re: Game.GetMusicPosition() starts with 2999...
« on: December 09, 2008, 09:08:24 PM »
It don't work ...

add this code to your game.script (for example in the wme demo game, line 136):

Code: [Select]
  else if(Keyboard.KeyCode == VK_F9)
  {
var MusicPos1;
var MusicPos2;
MusicPos1 = Game.GetMusicPosition();
Game.PlayMusic("sounds\Strand_1.ogg", true);
Game.SetMusicPosition(MusicPos1); // ---- Here I set the position to MusicPos1
MusicPos2 = Game.GetMusicPosition(); // ---- After this I get the current position to MusicPos2
actor.Talk(ToString(MusicPos1) + " <> " + ToString(MusicPos2)); // ---- MusicPos1 and MusicPos2 should be the same
  }

If you press F9, then the music jumps 2999 ms forward...why? It should be the same position before and after.



Here is a small music file for testing: http://www.lebostein.de/temp/Strand_1.ogg
This file was created by the ogg-export of Cubase SE 3... I hope the file is not corrupt... but the same problem I have with a generated wav-file.

I need this for an imuse system. At the moment it's impossible to jump between different music files with the same lenght...

9
Technical forum / Re: Game.GetMusicPosition() starts with 2999...
« on: March 30, 2008, 06:52:54 PM »
every time in my game_loop.script...

10
Technical forum / Game.GetMusicPosition() starts with 2999...
« on: March 30, 2008, 06:42:17 PM »
When I examine the Game.GetMusicPosition() and no music is playing, I see "0", Ok. When I start music, the Game.GetMusicPosition() starts with "2999" (3 seconds) immediately. Why?

When I play a song with length 15000 one time, then Game.GetMusicPosition() returns:

2999......5000.....15000....0......2999

11
General Discussion / Re: WME 1.8.5 (Mar 16 2008)
« on: March 22, 2008, 05:52:20 PM »
Interesting thing: save and load menu of "So Blonde" is identical with the menu in wme demo game!  :o

12
Done / Re: EXPAND_WIDTH = - X don't work
« on: March 19, 2008, 11:04:52 AM »
Thanks! Very fast implementation! It works excellent!

Thank you.  ::thumbup

13
Technical forum / Get widget from LoadInventoryBox()
« on: March 17, 2008, 04:21:54 PM »
Hi,

I want to update a text object (static control with name "line") in my Inventory Box. How I can get the ID of this object? I have tested the follow things, but without success:

Code: [Select]
var gui = Game.LoadInventoryBox("interface\inventory.def");
global gui_line = gui.GetControl("line");

Code: [Select]
var gui = Game.LoadInventoryBox("interface\inventory.def");
global gui_line = gui.GetWidget("line");

Must I extract the ID from included window first?

Thanks

14
Done / Re: EXPAND_WIDTH = - X don't work
« on: March 14, 2008, 02:06:01 PM »
Can anybody confirm this problem with negative EXPAND_WIDTH?

What are the odds that you implemement a char offset?
(Next update, next big version number, in some years, never?)

Thank you!

15
Done / Re: EXPAND_WIDTH = - X don't work
« on: March 07, 2008, 04:58:47 PM »
That's what the negative expand_width does. It lowers character widths by two pixels.
OK, I understand. And why I see curious characters and linebreaks, when I set EXPAND_WIDTH negative? Try it. Open the wme_demo in projects and edit the font outline_disabled.font. What you see in preview:



It should be rather easy to implement though.
That would be great!

OFFSET_H horizontal character offset (positiv or negativ)
OFFSET_V vertical line offset (positiv or negativ)
SPACE_WIDTH set the space width manualy

 ;)

Pages: [1] 2

Page created in 0.968 seconds with 17 queries.