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Messages - Ionias

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1
Feature requests, suggestions / Vectors?
« on: February 19, 2004, 04:23:13 AM »
Forgive me if this has already been asked. Is there vector support planned for WME?

I love the graphical power of WME, my only concern being the perfect union of sprite on background. If I have to achieve this with raster pixel pushing then I must, however I would love the ability to simply import my flash art directly into WME. :)

2
General Discussion / Re:#600
« on: April 23, 2003, 03:24:24 AM »
I'm 27, live in Ohio USA, and I and run low voltage wires. (ie phone, cable, net lines)

My 3 fav adventures:

(1) Space Quest 2 (First quest ever played.)
(2) DOTT (First Lucasarts game ever played.)
(3) Space Quest 3 (I loved this game!)

Ok, so I'm not very diverse ... :P

3
Feature requests, suggestions / Re:Looping rooms
« on: March 25, 2003, 04:14:23 AM »
I do know this can be done entirely w/ scripting. Some one in the ROTN AGS boards has done a demo of this w/ AGS which doesn't support that feature.

You need to take a full scale room and add on to the end of the room the begining of the room. Then by keeping track of the player x,y like Mnemonic said you can just teleport the player to that new location. The scene will not appear to "jerk" because of the added length of the pre-existing background.


4
Game design / Re:New article about Adventure Game Puzzles
« on: March 23, 2003, 10:22:36 PM »
A very good read indeed!

5
General Discussion / Re:So, how much it's gonna cost?
« on: March 23, 2003, 02:59:31 PM »
lol

That sounds the most fair to me. I'll talk with you via email or MSN IM for the details on % of profit.

6
General Discussion / Re:So, how much it's gonna cost?
« on: March 23, 2003, 05:33:21 AM »
I think I only just now understand why Chris Jones has kept AGS free. ;)

7
General Discussion / Re:So, how much it's gonna cost?
« on: March 22, 2003, 02:24:58 PM »
Zorro: I can understand your issues. However, you seem to be vilifying Mnemonic. Brassfire is the one who said he may decide on a case by case basis. Mnemonic said:

Quote
Quote
Quote from: Brassfire on Yesterday at 05:55:18pm
Yeah, Mnemonic, you really need to change that phrase.
 

Yeah, you're right. I just have million other things to think about other than the licensing scheme...
So cut the guy some slack. You've stated your concerns now give him some time to sort out the issues. I'm sure he'll figure it out and be fair about it.

Also, yes you can work on an adventure game before choosing an engine. You can work on the artwork. I worked at least 6 months on Fatman Adv before I even imported a single sprite into AGS.

8
General Discussion / Re:So, how much it's gonna cost?
« on: March 22, 2003, 12:54:00 AM »
Let me just clarify my position.

I am going to make another commercial game. Right now I'm using AGS for my current project. Which is free even for commercial use. However, looking to the future I want to create a more commercialy viable game, and the WME engine looks perfect for the job. I'm just interested in the cost up front. If Mnemonic prefers to keep that on a game to game basis that's fine with me. I was just curious. ;)

9
General Discussion / Re:So, how much it's gonna cost?
« on: March 21, 2003, 03:35:07 AM »
I'm also interested in the final "price" ;)

10
General Discussion / Re:Switching to WME
« on: March 21, 2003, 03:33:27 AM »
Thanks for the info.

BTW, what 3d programs are you guys using? I had a look at 3ds max 5. It's $3,500!!  :o  ... and "yes" I would have to buy that version. I'm not a student and I plan on making commercial games with it.

Are there any you would recommend?

11
General Discussion / Re:Switching to WME
« on: March 18, 2003, 10:36:41 PM »
Quote
Actually there IS no change, maybe you misunderstood the making of Runaway the same way I did. You are right - the Runaway characters were constructed in 3d and rendered with cel shading, BUT they are PRE-rendered in the game (with a a really high amount of frames per animation), it's no real-time 3D rendering.
(Yes, I am sure about this - now! ;-) !)

So finally Runaway uses the same methods as you are used to. The shadows are possible due to alpha channels, Brassfire already mentioned. To reach your goal, you have to construct your character animations in e.g. 3ds max 5 (which has a built-in cel-shader!) and use the rendered frames as you are used to in your 2d environment.

Ok, I was confused. I was hoping to avoid all that lengthy importing of every frame. ;) Did you need to import your shadows seperately from the character?

Do you know how WME handles the resizing of the character then if it's not true 3d?


Quote
Oh - what game did you release, something we can have a look at ?
Well, about two years ago I released Pizza Quest ... if you google it you might find it on the net I abandoned the website long ago. :)

Right now I'm wrapping up the production of a very large classic VGA 320x200 game, which you can see here: http://socko.adventuredevelopers.com I've always wanted to make a classic Lucasarts/Sierra game, which AGS is perfect for. But my next game I want to be 800x600 or above like Runaway ... with like I said 3d characters and 2d backgrounds. With WME and a few more art classes maybe I can do just that. :)

12
General Discussion / Switching to WME
« on: March 18, 2003, 03:17:47 AM »
Ok, I've downloaded the engine and the demo game. I'm impressed with what WME can potentially do. However, I need some help.

So far I've only messed around with AGS I've made one free game and I'm finishing up another commercial project. When that is done I want to create something along the lines of Runaway. 3d characters w/ cell shading in a 2d environment. Help me get started. :)

I've only had experience w/ 2d art software such as PSP and PhotoShop. How do I make the switch?

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