Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

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 - kori

Pages: [1] 2
1
General Discussion / Re: A question about the commercial license fee
« on: June 05, 2006, 05:36:00 PM »
I am sorry if I offended you. It is your game engine, and you should market it as you think best.

You have answered all my questions.

I will leave now and promise to never post anything again about your game engine on this forum, or on any other forum. You have my permission to remove me from your forum user list.

Regards
Kori

2
General Discussion / Re: A question about the commercial license fee
« on: June 05, 2006, 03:08:32 PM »
Hi JustLuke

I posted the same question, and so have others in the past. He always gives the same answer, 'email him.'

He just does not seem to understand that few people are going to commit themselves to years of work on a game without some sort of contract laying out the terms of price for the game engine. And that is hard to do when you have not even started work on the project yet.

I would like to add that Dream Fall was just released, and it uses a 3D engine. In the future all professional adventure games will being using the 3D engine, not the 2D 1/2 engine. It is the standard now whether we like it or not. The 2D game engine is only for Indie game developers now. I doubt than any professional game maker is going to use a 2D or 2D 1/2 engine.

I have done a little looking into units sold for the average Indie game, and it comes out to about 300 units if the game is poor and about 1000 units if the game is good. Of course your game could always be a sleeper, but you can't plan your game profits on a lucky sleeper. I do not have figures to back this up. It is mostly from questions on forums and a few email questions.

I am getting a little off topic here. I guess what I am saying is, the 2D or 2D 1/2 WME game engine is being marketed to Indie developers (not professionals) on the base of 1000 units sold. (under normal conditions) I think he would be better off charging a fixed price based on this information, or on whatever he thinks it should be.

How can a Indie game maker know how many units his game will sell before he even starts? What would be the point in emailing him? What am I going to say, "I would like to make a game with your game engine, and I have no idea how many units it will sell because I have not even started yet."

Or let me approach this in another direction. I do not think any professional is going to make a Syberia or The Longest Journey using a 2D ½ engine in the future. If MYST V and Dream Fall give us any indication of market direction, it means professional adventure games are going to made with 3D engines. The only people who are going to use the 2D ½ engine are amateurs game makers, like myself.

Now if you go to a professional game engine site, they WILL ask you to email them for a price, but most of us are not professionals. And I doubt than any professionals will use a 2D ½ game engine. Most, if not all, game makers interested in the WME engine will be amateurs. And most of them will not email for a price because most of us have not made a game and have no idea what we are doing, and have no idea if we will finish our game or know how many units it will sell if we did.

I am guessing that most amateurs, when they see this

3
General Discussion / Cost for using WME?
« on: January 12, 2006, 01:12:11 AM »
If I understand what I have read, the price for using the WME engine is going to be set on a case-by-case system. Has anyone received a price quote? Are we talking fixed sum or a percentage of sales?

I don't have a block buster game to sell, and I never will. And, I am not trying to start a flame war. I am just curious about the price/risks of building a game in WME. It is not normal to engage in business partnership without some guide lines.

Thanks
Kori

4
General Discussion / 3d animation software
« on: December 21, 2005, 02:52:28 PM »
I am not that familiar with game software for creating games like Grim Fandango or The Longest Journey. If I understand correctly, one has to use Milkshape 3D to make the 3d animation models in WME, and one has to use 3ds Max to make 3d animation models if using Blitz-Backdrop.

I am want to use Messiah:Studio for making my 3d animation models. Can this be used with WME or Blitz-Backdrop in any way? Are there any other software programs that can be used to make a games like Grim Fandango or TLJ?

Thanks
Kori

5
General Discussion / Re: 360-degree panoramas
« on: November 10, 2005, 02:47:09 AM »
Yes, I guess you are right.
Why bother making another Myst game. They suck!

Kori ;)

6
General Discussion / Re: 360-degree panoramas
« on: November 09, 2005, 02:57:41 PM »
Yes, I guess you are right.

Kori ;)

7
General Discussion / Re: 360-degree panoramas
« on: November 09, 2005, 03:42:23 AM »
After reading some of the posts here explaining that WME should be used for, and what it was made for, I am a little confused.  Is WME made for first person point-and-click Myst type games, or is it made for third person Syberia type games? I have been working my way through the WME demo, and it is a third person Syberia type game. I do not see a demo for first person type games. Perhaps WME is made for third person games only, and should no longer be used for first person games.
Kori

8
General Discussion / Re: 360-degree panoramas
« on: November 05, 2005, 03:20:16 PM »
As I was working my way through the WME Scene Tutorial, there was a section where you have to reset the image size to it’s true size (It was larger than the 800x600 game window) which allows the game engine to pan left and right to see all of the image. Could something like this be used in a First Person Myst Clone game to let the player pan around the scene in a limited fashion? It would not be a true 360 pan, but it would give the player a feeling of a 3D scene.

I do not know if the WME engine can do something like this using the Myst 'hand sprite' to pan left and right, up and down. If it could, I would then render my background images into curved panoramic scenes larger than the 800x600 game window. Even if I could not pan 180 degrees, any small panning camera movement beyond the center view of the scene would give the player a sense of 3D.

Thanks
Kori

9
General Discussion / 360-degree panoramas
« on: November 04, 2005, 02:12:18 AM »
I have been testing Animation Maker, and what I really like is the 360-degree panorama feature. Will WME ever have something like this?

Kori :)

10
General Discussion / How to name thousands of images?
« on: October 25, 2005, 01:31:25 PM »
I was working on my game a few days ago, and I needed to setup some system for nameing a set of images along a path. I had 45 images to name. Each view node had four views, Front, Rear, Left and Right view.

The names of my images were getting way too long.
Example of one node with four views:
Lagoon_path_01_front
Lagoon_path_01_back
Lagoon_path_01_left
Lagoon_path_01_right

Then the next note location:

Lagoon_path_02_front
Lagoon_path_02_back
Lagoon_path_02_left
Lagoon_path_02_right

Here is a shorter way of naming the same images:

LG-P-01-F
LG-P-01-B
LG-P-01-L
LG-P-01-R

I have not found a way to name files that I really like yet. As long as I keep each location in it's own folder, the shorter names will work. I am not sure how well Windows will handle long names. I tend to try to keep names short because of windows limitations. In the past windows would cut up my names and make them shorter.

Anyone else want to share how they name there image files? If you end up with several thousand images for a large game, setting up a good filing system is a must, or you will get lost in a sea of images.

Kori
 
 

11
General Discussion / Re: Graphic Viewer Suggestions
« on: October 25, 2005, 01:29:09 PM »
I am going to start new thread on this subject.

Kori

12
General Discussion / Re: Graphic Viewer Suggestions
« on: October 25, 2005, 01:28:18 PM »
I am beginning to learn what you mean about organization. I was working on my game a few days ago, and I needed to setup some system for nameing a set of images along a path. I had 45 images to name. Each view node had four views, Front, Rear, Left and Right view.

The names of my images were getting way too long.
Example of one node with four views:
Lagoon_path_01_front
Lagoon_path_01_back
Lagoon_path_01_left
Lagoon_path_01_right

Then the next note location:

Lagoon_path_02_front
Lagoon_path_02_back
Lagoon_path_02_left
Lagoon_path_02_right

Here is a shorter way of naming the same images:

LG-P-01-F
LG-P-01-B
LG-P-01-L
LG-P-01-R

I have not found a way to name files that I really like yet. As long as I keep each location in it's own folder, the shorter names will work. I am not sure how well Windows will handle long names. I tend to try to keep names short because of windows limitations. In the past windows would cut up my names and make them shorter.

Anyone else want to share how they name there image files? If you end up with several thousand images for a large game, setting up a good filing system is a must, or you will get lost in a sea of images.

Kori

13
General Discussion / Re: Graphic Viewer Suggestions
« on: October 25, 2005, 03:52:25 AM »
I tested all of them and decided I liked XnView the best because you can configure it just about any way you wish.

Thanks for the suggestions.

Kori

14
General Discussion / Graphic Viewer Suggestions
« on: October 24, 2005, 03:43:26 AM »
I am using Iview (graphic viewer/editor that makes thumbs of your image files for keeping track of them) to keep track of all my game images, but it has a white background around the thumbs, and it is killing my eyes.

I am looking for a new graphic editor to take the place of my Iview. One that has a black background. There are about a zellion different graphic viewers on the web, to choose from.

Can anyone suggest a professional one that is made for a graphics house, and is not one of the usual mom and pop baby sorting graphic viewers.

As a side note, my Photoshop has one, but it's not very good for hundreds of images. 

Thanks
Kori

15
General Discussion / Re: What type of image file
« on: October 23, 2005, 12:56:41 PM »
Thanks for the information on image files. I will do as you say and keep files in source (psd or tiff) for export to game.

Thanks
Kori

Pages: [1] 2

Page created in 0.041 seconds with 18 queries.