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 - noxis

Pages: 1 [2] 3
16
I am using only 2d because I am not a modeller...

Is there 3d models that are already done that I can use?

Cause if so that would be great.

17
Technical forum / Re: 32-bit and 16-bit options in Wintermute
« on: October 29, 2006, 02:27:35 AM »
I'll take that into consideration .. lol

18
Technical forum / Re: 32-bit and 16-bit options in Wintermute
« on: October 28, 2006, 04:45:55 PM »
When do you estimate the due date for version 1.7?

19
Technical forum / 32-bit and 16-bit options in Wintermute
« on: October 28, 2006, 06:56:20 AM »
Is there a way to disable the choice between 16 and 32-bit in the Wintermute setup program.  My game looks disgusting in 16-bit especially the full motion videos and I was wondering is there a way to disable the choice of selecting 16-bit or isn't this possible.

20
Technical forum / Re: Surround sound?
« on: October 28, 2006, 05:36:42 AM »
Here is something I found on doom9.net about ogg vorbis on its faq.  Maybe in the future hey?

Is it possible to transcode to 5.1 channel vorbis?

Yes, Vorbis supports multichannel audio. Correct channel coupling has yet to be implemented as of Vorbis 1.1.1 so in general it is not recommended when transcoding from AC3; the bitrate required to get a good quality 5.1 Vorbis stream will likely be close to as high as the original AC3 stream.

21
Technical forum / Re: Fading in and out
« on: October 25, 2006, 02:27:10 PM »
yeah thanks, i posted this before i went into the irc channel .. but thank you anyway.  it works great .. and once again thanks for all the help.

22
Technical forum / Fading in and out
« on: October 24, 2006, 03:33:08 PM »
Here are another few questions on coding, and by the way .. thanks guys you have so far been really great in replying to my questions.  So far I am totally impressed with the engine and the flexibility that it provides.

Question 1

So far when I am making a cutscene i am using the following procedures to do a cutscene

Code: [Select]
Game.RemoveWaitCursor ();    // temporarily put here for debugging purposes
Game.Interactive = false;


Game.PlayMusic ("\music\credits.ogg");
Game.FadeOut (1);
  var title = Scene.GetNode("text");
  title.SetSprite ("\animations\credits\noxis.sprite");

Game.FadeIn (6000);

  Sleep (6500);

Game.FadeOut (6000);

  Sleep (6000);
 
 
  title.SetSprite ("\animations\credits\kris.sprite");
  title.X = 40;
  title.Y = 40;
 
Game.FadeIn (6000);

  Sleep (6500);
 
Game.FadeOut (6000);

Is there any easier way to fade out these sprite entities rather fading the whole screen, cause what I want to do in the end is make a video entity behind the sprites coming up.  Also is it possible to make the fading in and out a blocking-type statement rather than guessing with the Sleep command.


Question 2?

What are the standard system requirements for a game memory wise?
Would it be somewhere between 128mb and 256mb for an 800x600 resolution game?

23
Game announcements / Re: Educational Game Screen Shots
« on: October 24, 2006, 02:31:51 AM »
Are you going to release it on the forum as well as in the schools.   Or is it just an educational exclusive?

24
Technical forum / Re: entity coordinate problem?
« on: October 24, 2006, 02:23:43 AM »
thanks metamorphium, you were correct the X and Y characters do need to be upper case.

25
Technical forum / Re: entity coordinate problem?
« on: October 24, 2006, 01:39:08 AM »
Thanks, I'll try that .. hopefully that will work  ::)

26
Technical forum / entity coordinate problem?
« on: October 23, 2006, 04:11:06 PM »
I'm trying to move an entity around the screen, but it doesn't want to move.  I created an entity called text in the scene editor, and when scripting it, it just doesn't seem to follow my coordinates.  Have a look at the code and see what I am doing wrong?

Code: [Select]
var title = Scene.GetNode("text");
  title.x = 30;
  title.y = 100;
  title.SetSprite ("\animations\credits\noxis.sprite");

27
Technical forum / Skipping a cutscene??
« on: October 23, 2006, 03:40:53 PM »
How would I go about skipping a cutscene code wise?

For example, at the start of the game I am showing a credit sequence with text that fades in and out .. but I would like to give the option for the player to press ESC at any time to skip the sequence.  How would I go about do this?

28
Technical forum / Re: Anti-aliased TTF Font Issue
« on: October 22, 2006, 09:17:26 AM »
Will do, I'll try and do that and see if it works, I originally tried Verdana at size 12 and it still seemed that edges were jagged, but I'll try even larger.

29
Technical forum / Anti-aliased TTF Font Issue
« on: October 22, 2006, 07:32:27 AM »
I have been testing the use of true type fonts within WME, and I can't seem to make the text anti-aliased, I have added the shadow around the text, but it just doesn't seem to be anti-aliasing.

Here is the code that I used for the .fon file

TTFONT
{
  SIZE = 8 
  FACE = "Verdana"
  FILENAME = "fonts\verdana.ttf"

  BOLD = TRUE
  ITALIC = FALSE
  UNDERLINE = FALSE
  STRIKE = FALSE

  CHARSET = 1

  COLOR { 255, 0, 0 }
  ALPHA = 255
 
  LAYER
  {
    OFFSET_X = 1
    OFFSET_Y = 1
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }

  LAYER
  {
    OFFSET_X = -1
    OFFSET_Y = -1
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }

  LAYER
  {
    OFFSET_X = -1
    OFFSET_Y = 1
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }

  LAYER
  {
    OFFSET_X = 1
    OFFSET_Y = -1
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }


  LAYER
  {
    OFFSET_X = 0
    OFFSET_Y = 0
    COLOR { 255, 0, 0 }
    ALPHA = 255
  }
}

30
Didn't mean it like that, what I was trying to say is that the AGS community is insanely huge.  Which doesn't always mean a good thing.  I am definetly liking this smaller community as the answers that you would get would be more accurate.

While I am here, is there a way to change transitions betweens rooms rather than a quick fade?

Pages: 1 [2] 3

Page created in 0.097 seconds with 19 queries.