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Topics - Igorrr

Pages: [1]
1
Hi everyone,

long time no post  ;)

I just made fabulous extremely great discoveries, hopefully nobody replies and says he already knew it all along  :-[
Here (http://www.gabrielknight2k.tk/) you can find installers for Gabriel Knight 1 and 2. You can now easily install and play Gabriel Knight in Windows XP. But that is not all. Especially the GK2 installer comes with great extras:

- No more interlaced video
- Create a DVD version or have all 6 CDs installed on your HD!
- Play the windows version in Full Screen Mode

These installers ROCK!!!  ::rock ::rock ::rock

Next discovery is an exellent game for people who want to improve their typing  ;)

Typing of the Dead, is a conversion of House of the Dead 2, but instead of shooting by using mouse control you have to type phrases that are displayed as soon as a zombie appears. It's extremely funny B-Movieish and... ahh just read the rest here:
http://www.the-underdogs.org/game.php?gameid=4973

You won't regret trying this one out.  ::thumbup

2
General Discussion / HAPPY NEW YEAR
« on: December 31, 2004, 09:58:40 PM »
Hope you all found good parties to go to...

ROCK ON AND PARTY AS HELL  ::rock ::rock ::rock ::rock

 ::beer ::beer ::beer ::beer ::beer ::beer ::beer ::beer ::beer

and of course wish you guys all the best for the next year!!!

3
General Discussion / tsk, tsk, tsk Microsoft....
« on: November 19, 2004, 02:24:23 AM »
Read this link:

Pirated software used to create help content in Microsoft's Windows XP
http://www.tomshardware.com/hardnews/20041115_135458.html

I checked it myself on my LEGAL Windows XP and it's true!!! The wave files of the Windows XP tour have been created with a Radium hacked version of SoundForge 4.5.

tsk, tsk, tsk....

4
General Discussion / Did you ever wonder...
« on: September 09, 2004, 12:27:40 AM »
... who sprinkles sand onto the sandman's eyes ?
... who takes care of the dentist's teeth?
... who cuts the barber's hair?
... who leaves money under the tooth-faery's pillow?
... where does Mnemonic get his answers?

5
Feature requests, suggestions / Game Projects Forum
« on: July 27, 2004, 09:38:08 AM »
I was thinking talking to many members of this forum that there are so many that have their own WME projects.
It would be nice to have a forum where everyone can post a link to his project.
Sometimes I lose track of who has which project and where to find it ;-)

6
Technical forum / new Direct Control Script idea...
« on: July 27, 2004, 07:29:07 AM »
I have an idea to improve the Direct Control Script, but I need some help...

The problem with the current script most of all is that the waypoints are considered when the actor is walking using the direct control.
But I want the actor to ignore the waypoints when using the direct control.

Instead of having the actor "walking" by using the GoTo function you can have the actor walk ignoring the waypoints by using the PlayAnim function instead.
Problems of course are that because of the looping the actor won't stop moving and at the same time also ignores the unwalkable areas.
So in some way while he is "walking" you have to make sure that he stops short before reaching a unwalkable area and also find a way to interrupt the movement anyhow.

I've tried this out and it works more or less:
Code: [Select]
if(Keyboard.KeyCode==VK_F1)
  {
    while(Scene.IsWalkableAt(actor.X,actor.Y-15)==true)
    {
     if (actor.Ready==true) actor.PlayAnimAsync("actors/knight/up/move_up.sprite");
     Sleep(20);
    }
   actor.Reset();
  }
 if(Keyboard.KeyCode==VK_F2)
  {
    while(Scene.IsWalkableAt(actor.X,actor.Y+15)==true)
    {
     if (actor.Ready==true) actor.PlayAnimAsync("actors/knight/down/move_down.sprite");
     Sleep(20);
    }
   actor.Reset();
  } 

The problem here is if I want to walk down while he is walking up he will first finish walking up before walking down.
Also I don't believe the loop will end if I interrupt with any other key. First when the actor reaches a not walkable area. (right??)


Does anyone have any idea how to solve this?

7
General Discussion / Take a look at this...
« on: June 15, 2004, 03:39:33 AM »
This is a link to an ebay auction. I am so happy my parents never caught me when I did bullshit when I was 13.

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&category=62054&item=8107675670&rd=1

8
Feature requests, suggestions / File System Object
« on: April 30, 2004, 08:24:16 PM »
I was wondering, there is nothing in WME that can handle the file system, right? Like writing to and reading from custom files stored on the computer.

Does anybody have an idea how I could store general game settings in WME besides saving the game.
I am talking about being able to customize the keys in the game, gore level, game (talk) speed, perhaps detail control etc. Store this info in a text file so that every time the game is started the customizations are active (regardless of the savegames).

9
Scripts, plugins, utilities, goodies / FadeThrough method
« on: April 28, 2004, 08:36:53 PM »
I don't know for whom it may be of interested. For the Day / Night transition I need to be able to "fade through".
I am fading from day to dusk to night, so I need a way to fade from dusk to night directly without having the day pop up in the middle.
So I wrote this little method:

The parameters are:

ftime = The amount of time you would like the fading process to take in ms.
fro

10
Technical forum / Concerning Infinite Loops
« on: April 26, 2004, 05:48:49 AM »
This is no How Do I..? question but rather what happens if I do too much ;-)

For my game I am using many infinite loops. A loop for the ingame time. A loop for the day and night transition. A loop for the battle behaviour of your enemies. A loop in the stats window checking the enemies and your life points.
I am already thinking about alternatives to these infinite loops.
But I wanted to ask generally if there could be any problems if I use too many or is it just system dependent?

11
Technical forum / WME and QFGish Adventure Game
« on: April 15, 2004, 04:11:49 AM »
Hello everyone,

first of all I found out about WME just some weeks ago. I am working on a project called "Struggle for Life and Honour". It is going to be similar (but not totally alike) to Sierra's Quest For Glory Series. It's  a 2D Adventure Game with RPG elements.

Usually it was planned to use AGS and it does work ok. But on trying out WME I would prefer using this engine instead. Alone how the sprites are handled and how you are able to create your own GUI in WME is much better than in AGS imo.

I don't know if these questions have been asked before (I already searched the forums, but maybe I overlooked something)

I would choose to use WME at once if I knew that these options are possible:

- Character Stats management (actually I guess using global variable for stats and using math functions in character actions to manipulate these should have no problems. Anyhow your opinion would be great)

- Day and Night Transition (In the Scene Demo I already saw the timer running, so I can use that to manage an ingame time for the days, but is there a plugin or way to make my scenes fade from day into night images as the day passes?)

- Able to implement a combat system. As it is a quase RPG game there has to be a fighting system. I am not sure at the moment how to implement this, but do you think there are no problems.

btw. I saw in the TODO List that a new function will be added (-actor.SetSprite()). Does that mean that at the moment I am not able to have my character switch sprites. For examples if in the game my character decides a new dress-up, that is not possible at the moment?

Thanks

~Igorrr

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