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Messages - jlinam

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16
Community bulletin board / Re: WME programming book
« on: April 23, 2007, 06:11:46 PM »

Sounds like a great idea. I've noticed that there are tons of useful tips and bits of information scattered throughout this forum, but finding the relevant information can be difficult. Since the wiki seem to be under-utilized, a doc like you propose would go a long way towards answering all those recurring 'newbie' type questions.

17

The WME documentation contains a getting started tutorial, and the wiki page has several on specific topics. They're pretty well written, and should help get you started.

18
General Discussion / Re: WME 1.7 (Jan 21 2007)
« on: January 23, 2007, 08:31:32 PM »
Well, it's something I've been considering for a long time and I had several reasons. Maybe sometime when I'm less lazy busy I'll write a blog post about it :)

Whatever your reasons, thank you. Hopefully this will encourage people to develop commercial quality games with WME (and to compensate you appropriately when they do)  :)

19
General Discussion / Re: WME 1.7 (Jan 21 2007)
« on: January 22, 2007, 08:29:11 PM »
Hi, Mnemonic -

I was wondering what motivated you to change the licensing to "donationware"? This is extremely generous of you, especially since it seems there are a number of commercial games using WME in development right now.

In any case, thanks a lot.

20
Game design / Re: Time in adventure games
« on: January 15, 2007, 09:09:24 PM »


It's a fun question to ponder, but I don't think that there's only one right answer. I think it will depend on the type of story you're telling and the kind of action you are simulating in the game.

That said, I think methods 2 & 3 are rarely useful in an adventure game. Both make it too easy for the player to end up in a dead-end with no way to finish the game without restarting.

I favor the time block system because it allows for a non-linear approach to the puzzles withing a time block, but still allows you to develop the plot in dramatic leaps.  I'm using this approach in the game I'm currently working on.  The no time system works best in games which either don't have a tightly developed plot (Zork Nemesis, e.g.), or have a plot that is very linear, like the Broken Sword games.

21
Technical forum / Re: Image quality
« on: December 12, 2006, 12:18:09 AM »
That's useful information. Thanks!

22
Technical forum / Re: Image quality
« on: December 11, 2006, 10:43:05 PM »
...The only known issue with PNG files is that the engine cannot read the gamma correction information some programs are saving, therefore some images may display lighter/darker than in the image editing program.

I'm curious to know: which graphics programs have had this issue? Is it just with .png's?

Thanks

PS - Sorry if this subject has been previously covered. I searched the forum for .png and found some info re: various programs having transparency issues,but nothing regarding gamma

23
General Discussion / Re: #600 - The unofficial introduce-yourself thread
« on: December 07, 2006, 10:51:46 PM »

Hello to everyone!

My name is Jeff Linam
I live in the Republic of San Francisco  ;)
I'm 38 yrs old, and I gotta say that just typing that makes me feel OLD
I work as a QA engineer for a software developer, but my college background is in film.

Favorite games are the Gabriel Knight series, the Broken Sword Series, and "Shadow of the Comet". Ok, I know that's really 8 games, what can I say?

I've lurked around this forum for about a year or so now, but I'm just now starting work on my first game using WME, which I'll be working on solo in my spare time. I'm hoping to be more active in this forum now that I'm actively working on a WME project.

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