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Messages - TheDerman

Pages: [1] 2 3 ... 15
1
WME Lite / Re: Problems
« on: November 21, 2012, 05:21:30 PM »
I've used the dependencies and the source that is available at BitBucket. But the sound volume will not change in any way. It seems set on full volume. I can't chnage it using SetSoundChannelVolume or SetGlobalMusicVolume. Just stays the same.

The resolution is 1024x768. I'm not including separate packages for each device. I'm just using the same assets for each device. I think the graphic problem was still there on the iPad 2 which has a 1024x768, but I can't remember, and I only have an iPad 3 now.

2
WME Lite / Problems
« on: November 06, 2012, 05:40:34 PM »
Hi all,

I'm really struggling here - I'm using the latest sources and dependencies as provided, but Wmelite definitely won't change the sound channel volumes at all. And the All the sprites that I put over the scenes for things that have changed in the scene are all expanded and out of alignment. This graphic issues is only present on Mac and iOS however - Wmelite on Windows seems fine.

Somebody else must have come across these issues. I can't be the only one. I can work around the volume issue, but the graphical issue is a pretty major thing. Is it the SDL thing? Or is it Xcode? Or is it something I need to do different with my sprites? There are several iOS games out now - someone must have an idea how to resolve this.

I would appreciate a little advice. Pleeeeaaaaassssseeeeeeeee........  :)

3
Bugs / Re: Several issues
« on: July 21, 2012, 05:24:46 PM »
No thoughts on these issues? Anybody?  :)

4
Bugs / Re: Several issues
« on: July 14, 2012, 01:47:13 AM »
I haven't recompiled for OSX yet - I'll get to that later.

But, I have used the sources from trunk to test on iPhone and iPad, and some issues remain. The sound channel volume is definitely not being set to 0 when I tell it.

Also, testing on the larger iPad2 display I've noticed graphical issues with pretty much every overlay sprite in every scene. The sprites seem to be expanded by about 1 pixel on all sides, which creates alignment issues. Also, there are white areas around the .png item sprites when diplayed in the inventory. Both these issues are quite noticeable.

Is there something I'm doing wrong that's causing these issues, that I can easily put right, or is it WME Lite?

Games run very well on the iPhone and iPad though, performance wise. :)

5
Bugs / Several issues
« on: July 11, 2012, 03:49:07 AM »
Thought I'd report some issues I've found which seem buggy - hope that's ok.  :)

SetMusicChannelVolume definitely doesn't appear to work for me - I've tried the same .dcp on Windows (XP), Mac OSX (Lion), and my iPod Touch - the volume level is simply not affected.

Also, the master sound volumes for Music, SFX and Speech, all appear to be the same, even though I have set them to be different.

The next 4 problems only seem to occur right after changing scenes.

I'm getting a lot of sound issues on all platforms - mostly random bursts of static and pops.

In OSX, sometimes after clicking to chang scene, there was static/pop and the scene didn't change - the screen faded out like normal but returned to the scene I was already on - if I clicked again, the scene changed normally. Didn't notice this in Windows or iOS.

Also getting some graphical glitches randomly - bars of colour across the screen, that kind of thing.

And the most worrying one - at one stage, in Windows, the game completely crashed on me - I clicked to change scene and the screen just went black, and I couldn't get out of it without turning off my computer.

Strangely the above 4 issues seem to be worse the first time I run the game - after that, they appear to lessen - first time on Windows, I was getting sound static and pops all the time, plus the crash - 2nd time, only one pop, and no crashes - I played it longer the second time. Same thing happens on the iPod - major sound issues (pops, randonly restarting music files, randonly jumping to another music file) the first time I load it - next time, no issues at all. Weird.  :P

Any ideas about these issues? Sorry if I've been vague, but that's all I have.  :)

Oh, and the game appears to run MUCH faster on Windows with WME Lite - is this normal?  :)

6
Game announcements / Re: The Kite (Released 2012)
« on: January 25, 2012, 08:33:34 PM »
Ahhh, I get it - it's because of the way the file is named - The_Kite_v1.1.e.exe - that's why it was on about dual extensions. Learn something new everyday - I should have Googled first - I'll go play the game now. :)

7
Game announcements / Re: The Kite (Released 2012)
« on: January 25, 2012, 08:15:28 PM »
Anybody else get a virus alert for the game exe? Just asking because I've never got this from any other Wintermute game file.  :-\

8
Technical forum / Re: Volume help please
« on: November 22, 2011, 09:18:26 PM »
Thanks for the reply - I think I can use a separate registry value to solve the issue.  :)

9
Technical forum / Double clicking a saved game
« on: November 22, 2011, 09:16:40 PM »
If a player loads a game by double clicking the savegame file in their save game folder, does the game's game.script get run before the game is loaded?

I have certain things that need to be set before any game starts, and so I set them in the game.script, which is fine if the player loads their save from the load menu, so I'm just wondering if my settings will be still be set if they don't load their game from the load menu.

Thanks.  :)

10
Technical forum / Volume help please
« on: November 08, 2011, 02:57:40 PM »
Hey,

I'm really having some trouble figuring out a volume issue - I want to increase and decrease the volume of music at certain points in the game - I'm setting the globalmusicvolume - but this is causing problems since it puts it in the registry - basically if I set it to 100 at a certain point in the game, then save the game, then reload an old savegame where the volume needs to be 55, then because it's a registry value, the volume becomes 100, rather than 55.

Any ideas how to overcome this to ensure the volume is correct at all time? I'm all out of ideas.  :(

11
Technical forum / Re: Packages and patches
« on: November 07, 2011, 07:15:33 PM »
Cool - thanks.  :)

12
Technical forum / Packages and patches
« on: November 07, 2011, 05:40:10 PM »
Hellooooo,

I understand that the engine scans the packages at startup and uses the highest priority package, but I read a post that said if the same "filename" is present in both packages, the engine will use the file from the highest priority package - makes sense.

My question though is: I have a lot of scripts in my game with the same file name - they're just in a different path structure - it's a 1st person game so I use for example "to_node_001_left" for the file name of the script that allows you to turn to the left - and I use this filename in every scene that has a turn left option. So, is this going to be a problem if I wish to issue patches at some point? Or will it be fine as long I maintain the same file structure within the new higher priority package?

Thanks.  :)

13
Technical forum / Volume questions
« on: November 05, 2011, 05:35:56 PM »
Hey,

Just some simple questions about volumes.  :)

When I use "Game.SetGlobalMusicVolume(50)", am I correct in thinking that the engine stores this value in the registry and not in a savegame?

What about if I set the volume of a specific channel? Are they stored in a save game? If I set channel 2 to 50% for example, and have channel 1 at 100%, will it still be set to 50% and 100% after I save, quit, then reload? And must I set the channel volume evrytime I start a new track playing in that channel, or will it stay at the percentage I specified until I specify another percentage?

If I wanted to have channel 1 at 100% and channel 2 at 50% for the whole game, could I just set those values in the game.script? Would that maintain those percentages throughout the entire game?

Thank you.  :)

14
Technical forum / Re: Simple sound problem
« on: October 25, 2011, 03:05:21 PM »
Ooooops!!! I tracked down the problem - had a rogue "StopMusicChannel" in the wrong place of a scene file that was stopping the music in that scene. Ooooopsie. Sorry for wasting your time.  :-[  :)

15
Technical forum / Re: Simple sound problem
« on: October 25, 2011, 12:37:56 PM »
Bit more info - I have music playing in channel 1 - I enter a "game over" scene - I stop the music in channel 1 before entering the "game over" scene, then in the "game over" scene, I start a new music file in channel 1, which will not play at all.

But, in the game over scene there's a "try again" button, which if you click takes you back to the scene before the first music file plays in channel 1 - so if we enter the scene again where we first start playing music in channel 1, then it plays without a problem (the "game over" scene still doesn't work though).

Soooo, we're doing the same thing - stopping the music twice - but it will play the file it was already playing, but not a new one. That seems to be the issue.  ???


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