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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - Baron

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Game announcements / Re: The Mystery of the Sacred Grove
« on: March 22, 2009, 06:52:44 AM »
You're right I did, Thanks for posting again!

here is a blog/site I made for the game

Game announcements / Re: The Mystery of the Sacred Grove
« on: March 21, 2009, 04:26:42 AM »
Could you post the link to the german site? I would love to have a read. Cheers.

Game announcements / Re: The Mystery of the Sacred Grove
« on: March 21, 2009, 04:17:00 AM »
Hi Darky, Thanks for the feedback and taking the time to play the game, I really appreciate it. the pink outline problem didnt seem to happen on my computer, But to be safe I will switch over to transparent pngs for the next game. thanks for the tip. For my first attempt I was basically trying to get to grips with the engine. Its fair to say it is more like interactive book, I had high hopes and a long and juicy story line, but unfortunately my 2yrs development time was cut down to 6months by various research commitments.
I shot the three short documentaries In Shimane prefecture, Kyushu , Kirishima and Kumano in Japan, as well as various sites around Hyogo prefecture where I live.

In case anyone was worried the game Language is English.
I would be absolutely delighted for any more feedback from players.

thanks again, David McDermott

Game announcements / Re: The Mystery of the Sacred Grove
« on: March 18, 2009, 04:48:41 PM »
I forgot to add the game resolution is 1024 x768

if you are interested here is a short presentation, in my stilted japanese
but with English subtitles.

Game announcements / The Mystery of the Sacred Grove
« on: March 18, 2009, 03:03:39 PM »
Hello everyone,

This my first attempt at a wme game.

Here is the executable for my university project game." The Mystery of the Sacred Grove"
A mysterious adventure in the traditional culture of Japan.

This is the download link.;13423442;/fileinfo.html

You play a photographer with the task of photographing a
traditional shrine in Japan. hidden within the shrine are
three "video cubes"

 simply double click on the GroveSetup.exe
and follow the instructions.

Game controls
Everything is controlled with a left click.
The cursor changes depending on what action is available
-Camera - take a photo
-Hand  - Use/operate
-Arrow  - change location

Thanks to all The muties and the King Mute himself Mnemonic for all your kind and patient advice.

Here are a few Screenshots/ renders of the game.

Technical forum / Re: Encoding Theora Videos
« on: February 12, 2009, 02:36:08 PM »
I had the same problem too.

Just as a small hint, for any complete beginners like myself who had to figure out to run a program from the command line, ( stop laughing programmers, there are such people out there)

first open a command prompt window
by going start menu>all programs> accessories >command prompt

then you need to navagate to the folder that you have the ffmpeg2theora.exe
and the file you want to convert

to go to the c drive type in "C:" and the  prompt will change to


then you need to go to the folder that has your video in my case "videoconv" on the c drive. so you type

"cd videoconv"

then your prompt would be


in your folder you should have the ffmpeg2theora.exe file and the mpeg file you want to convert. if you just type "ffmpeg2theora.exe" the program will list all its options. in this case we want to convert the video at top quality so we type

"ffmpeg2theora.exe -v 10 myvideo.mpg"

myvideo.mpeg would be replaced with your own video name. good luck to any other noobs giving it a try. don't be scared of the command line, its not the boss of you. :)

Worked great spellbreaker,  Thanks.


Technical forum / Re: Global Variables
« on: January 29, 2009, 05:29:54 AM »
OMG Catacomber god bless you that was it!! I cant believe it, i was pulling my hair out for the last 5 days over that one!!!! I thought i had completely misunderstood variables and there was some special hidden setting or something. what a relief,Thanks again.

Technical forum / Re: Global Variables
« on: January 28, 2009, 09:28:07 AM »
Thanks Catacomber and Spyros.

I see, like you said I was declaring the global variable twice. Thanks. I removed the second declarations in the various scripts. I dont get errors ,But unfortunately It still doesnt work for me. I know I am doing something incredibly basic wrong. Well, I will keep bashing away at it and I will be sure to post it when I figure out what I'm doing wrong.

Thanks for the suggestions too, Catacomber.But Im failing at a much more basic level. I can't figure out why my variables still don't work. At the moment its only a small list with about 12 items, and I wanted it to have a nice hand written look, so I'm gonna try and battle on with the sprite entities. As I get better I will be more adventureous. 

cheers everyone.

Technical forum / Global Variables
« on: January 27, 2009, 07:37:41 PM »
Hello Everyone.

I've read all the posts on Global variables, and the Docs and the Wme book. But I'm still not succeeding in what I need. I struggled with it for a couple of days before posting, I don't want to abuse the good will of the posters here. But I'm really stuck.

I want to make a checklist that the player can view when they want, showing their progress.
I made a scene in my game that is the checklist. As the player goes through the game and collects items a I want a tick to appear on the list, .Ok so I though I would make a global variable for each item that gets collected in the game. When an item is collected the variable is set to true. then if you view the checklist screen a sprite entity for the corresponding item is made active.  I know this should be really easy but some how its not working.

Code: WME Script
  1. #include "scripts\"
  3. global Scene;
  4. global Keyboard;
  5. global actor;
  6. global Score = 0;
  7. global Kannushi;

The first scene in the game is Menu.scene and there I initalise the variable
this is the scene_init.script
Code: WME Script
  1. #include "scripts\"
  3. if(Kannushi==null)
  4. {
  5.   Kannushi = false;
  6. }
  8. actor.Active = false;
  9. Game.PlaySound("Music\SoftChant.ogg", true);

Later when the item is collected It triggers this script
Code: WME Script
  1. on "LeftClick"
  2. {
  3.    Score = Score +1;
  4.    Kannushi = true;
  5.    Game.ChangeScene("scenes\PhotoChecklist\PhotoChecklist.scene");
  6. }

This is the scene.init for the checklist scene
Code: WME Script
  1. #include "scripts\"
  2. actor.Active = false;
  4. if (Kannushi == true);
  5. {
  6. var OnNush=Scene.GetNode("PKannushi");
  7.                 OnNush.Active= true;
  8. }

I read in other posts that to use a global in any script you should include
global Kannushi;

but If I do that I get a script error. With this code the tick is constantly displayed even before you trigger the code. Thanks in advance for your help.

Technical forum / Re: How to place the inventory or sprites on viewport?
« on: January 25, 2009, 05:49:54 AM »
Hi benkovici

It sounds like myself you are just starting out with wintermute. Rather that suggest specific solutions to each task I would suggest you try building the example project in "the wme book".
metamorphium had done a great job making a step by step guide for absolute beginners.It really helped me understand how things work in WME. Good luck and I hope you enjoy learning wme as much as I do.


Technical forum / Re: Attachment movement
« on: January 23, 2009, 06:41:28 AM »
Alright will do. I didn't realise there had been a new version. Cheers.

Technical forum / Re: Attachment movement
« on: January 22, 2009, 06:22:13 PM »
Thanks jyujinnkai, I've got that workaround just about working now.

to Mnemonic
I'm using version 1.8.0006
I'm not sure what is making the attachment behave strangely. But I'm just a beginner so I imagine I've done something strange.
The "camera" actor doesn't have any bones in it, maybe that has an effect?
Thanks for the advice.

Technical forum / Attachment movement
« on: January 22, 2009, 02:16:58 PM »
I have an actor (a model of a camera) that I attach to my player character at certain times (when he takes a photo). But the trouble is that it seems to vary its position from scene to scene.
It seemed it might be the same problem that Foggobbler had with his characters Head. I added the Droptofloor = false
but It still varies its position depending on the scene. Is this the same problem? or am I abusing code again?

Code: WME Script
  1. var CamAtta=Game.LoadActor3D("actors\Camera\camera.act3d");
  2.   CamAtta.Active = true;
  3.   CamAtta.DropToFloor = false;
  4.   actor.AddAttachment("actors\Camera\Camera.x", "Camera", "Bip01_R_Hand");

here is an example of different positions.

Technical forum / Re: Using SkipTo3d can you drop beneath the floor?
« on: January 21, 2009, 06:02:52 PM »
Thanks thats a great suggestion. Currently I load a seperate scene. I suspected there was a more elegant way. :)

Technical forum / Re: Using SkipTo3d can you drop beneath the floor?
« on: January 21, 2009, 05:40:03 PM »
Aah thanks for the mental kick in the pants. My mistake was in foolishly thinking the 2D co-ordinates I was reading off for the screen position had any relation to the 3D origin. But of course they didnt. Once I stuck it at 0,0,0 I could soon figure it out. Thanks

not much conversation there yet though, back to work. Thanks again.

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