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Messages - MrBehemoth

Pages: [1] 2
1
Game announcements / Re: Bickadoodle
« on: July 18, 2014, 03:30:00 PM »
Hey there folks. Been a while since I've been here but I just popped in to give you some news.

Bickadoodle is now on Desura! It's been a long time coming, but they're releasing it today and including it in their Freedom Friday bundle. It is free, but I made sure to give WME some exposure.

http://www.desura.com/games/bickadoodle/

2
General Discussion / Re: The Trapdoor
« on: April 29, 2014, 11:38:16 PM »
It's out now  :D

3
General Discussion / The Trapdoor
« on: April 21, 2014, 03:26:30 PM »
Completely unrelated to WME, but thought you guys might to check the trailer for The Trapdoor, an Amnesia mod that I made. It's on my site: http://aethericgames.com/games/the-trapdoor/.

Release date is set for 30/04/14 on aethericgames.com and ModDb. It's been a lot of fun to make, but I'm also looking forward to getting back to work on with WME Black Aether.

Edit: I typed Steam Workshop but I meant ModDb. What a faux pas!

4
General Discussion / link to something I wrote about WME
« on: March 03, 2014, 02:00:01 AM »
Hi, thought I'd mention that I've just posted a wee write up of WME on my site: http://www.aethericgames.com/category/blog/

Call this, if you will, a shameless attempt to get traffic and interest in my games, but I wrote it because I felt like I should give something back to Mnemonic and to the WME cause (and I'm not currently in a position to make a donation, but hope to soon).

Cheers!

5
Game announcements / Re: Bickadoodle
« on: February 08, 2014, 11:51:50 PM »
Bickadoodle now has a trailer and is on my new website. Details and link update above.

6
Scripts, plugins, utilities, goodies / Array methods
« on: January 25, 2014, 03:46:05 PM »
I've made some custom methods for working with arrays. They're mostly pretty simple, but handy to have in the toolbox. It's nice to share, so here they are! (Code below.)








ArraySplice(InputArray, SpliceIndex, DeleteLength, InsertArray)                 
Removes and inserts elements in an array and returns a copy of it.         InputArray    Array    The array to be modified
          SpliceIndex    Int    The index of the first element to be deleted and the point to insert new elements
          DeleteLength    Int    The number of elements to be deleted, including the element at SpliceIndex
          InsertArray    Array    The array to be inserted (optional)







ArraySlice(InputArray, SliceIndex, SliceLength)                 
Returns a portion of an array.          InputArray    Array    The array to be extracted from
          SpliceIndex    Int    The index of the first element to be returned
          DeleteLength    Int    The number of elements to be returned, including the element at SliceIndex







ArrayConcat(InputArray1, InputArray2)                 
Returns an array made by joining two arrays together.          InputArray1    Array    The first array to join
          InputArray2    Array    The second array to join







ArrayReverse(InputArray)                 
Returns an array that is the input array in reverse order.          InputArray    Array    The array to be reversed







ArraySort(InputArray, Descending)                 
Sorts a numeric array and returns a copy of it.          InputArray    Array    The array to sort. Must contain only numbers or integers
          Descending    Boolean    If true, the sort will be from highest to lowest (optional)







ObjectArraySort(InputArray, Descending, Renumber)                 
Sorts an array consisting of objects.          InputArray    Array    The array to sort. Must contain only objects, which must all have a property "Index"
This was made for a specific purpose.          Descending    Boolean    If true, the sort will be from highest to lowest (optional)
You may or may not find it useful!          Renumber    Boolean    If true, the objects' "Index" properties will be updated to reflect the new order (optional)










And finally, here's all the code:
Code: WME Script
  1. method ArraySplice(InputArray,SpliceIndex,DeleteLength,InsertArray)
  2. {
  3.         var ReturnArray = new Array();
  4.         var i;
  5.         if(DeleteLength == null) DeleteLength = 0;
  6.         for(i = 0; i < SpliceIndex; i = i + 1)
  7.         {
  8.                 ReturnArray.Push(InputArray[i]);
  9.         }
  10.         if(InsertArray != null)
  11.         {
  12.                 for(i = 0; i < InsertArray.Length; i = i + 1)
  13.                 {
  14.                         ReturnArray.Push(InsertArray[i]);
  15.                 }
  16.         }
  17.         for(i = SpliceIndex + DeleteLength; i < InputArray.Length; i = i + 1)
  18.         {
  19.                 ReturnArray.Push(InputArray[i]);
  20.         }
  21.         return ReturnArray;
  22. }
  23.  
  24. method ArraySlice(InputArray,SliceIndex,SliceLength)
  25. {
  26.         var ReturnArray = new Array();
  27.         var i;
  28.         for(i = SliceIndex; i < SliceIndex + SliceLength; i = i + 1)
  29.         {
  30.                 ReturnArray.Push(InputArray[i]);
  31.         }
  32.         return ReturnArray;
  33. }
  34.  
  35. method ArrayConcat(InputArray1,InputArray2)
  36. {
  37.         var ReturnArray = new Array();
  38.         var i;
  39.         for(i = 0; i < InputArray1.Length; i = i + 1)
  40.         {
  41.                 ReturnArray.Push(InputArray1[i]);
  42.         }
  43.         for(i = 0; i < InputArray2.Length; i = i + 1)
  44.         {
  45.                 ReturnArray.Push(InputArray2[i]);
  46.         }
  47.         return ReturnArray;
  48. }
  49.  
  50. method ArrayReverse(InputArray)
  51. {
  52.         var ReturnArray = new Array();
  53.         var i;
  54.         for(i = InputArray.Length - 1; i >= 0; i = i - 1)
  55.         {
  56.                 ReturnArray.Push(InputArray[i]);
  57.         }
  58.         return ReturnArray;
  59. }
  60.  
  61. method ArraySort(InputArray,Descending)
  62. {
  63.         var ReturnArray = new Array();
  64.         var i;
  65.         var ii;
  66.         var InsertPos;
  67.         var InsertArray;
  68.         ReturnArray.Push(InputArray[0]);
  69.         for(i = 1; i < InputArray.Length; i = i + 1)
  70.         {
  71.                 InsertPos = -1;
  72.                 for(ii = ReturnArray.Length - 1; ii >= 0 ; ii = ii - 1)
  73.                 {
  74.                         if(InputArray[i] > ReturnArray[ii])
  75.                         {
  76.                                 InsertPos = ii + 1;
  77.                                 break;
  78.                         }
  79.                 }
  80.                 InsertArray = new Array();
  81.                 InsertArray.Push(InputArray[i]);
  82.                 if(InsertPos > -1) ReturnArray = ArraySplice(ReturnArray,InsertPos,0,InsertArray);
  83.                 else ReturnArray = ArrayConcat(InsertArray,ReturnArray);
  84.         }
  85.         if(Descending) ReturnArray = ArrayReverse(ReturnArray);
  86.         return ReturnArray;
  87. }
  88.  
  89. method ObjectArraySort(InputArray,Descending,Renumber)
  90. {
  91.         var ReturnArray = new Array();
  92.         var i;
  93.         var ii;
  94.         var InsertPos;
  95.         var InsertArray;
  96.         var InputObject;
  97.         var ReturnObject;
  98.         ReturnArray.Push(InputArray[0]);
  99.         for(i = 1; i < InputArray.Length; i = i + 1)
  100.         {
  101.                 InsertPos = -1;
  102.                 InputObject = InputArray[i];
  103.                 for(ii = ReturnArray.Length - 1; ii >= 0 ; ii = ii - 1)
  104.                 {
  105.                         ReturnObject = ReturnArray[ii];
  106.                         if(InputObject.Index > ReturnObject.Index)
  107.                         {
  108.                                 InsertPos = ii + 1;
  109.                                 break;
  110.                         }
  111.                 }
  112.                 InsertArray = new Array();
  113.                 InsertArray.Push(InputArray[i]);
  114.                 if(InsertPos > -1) ReturnArray = ArraySplice(ReturnArray,InsertPos,0,InsertArray);
  115.                 else ReturnArray = ArrayConcat(InsertArray,ReturnArray);
  116.         }
  117.         if(Descending) ReturnArray = ArrayReverse(ReturnArray);
  118.         if(Renumber)
  119.         {
  120.                 for(i = 0; i < ReturnArray.Length; i = i + 1)
  121.                 {
  122.                         ReturnObject = ReturnArray[i];
  123.                         ReturnObject.Index = i;
  124.                         ReturnArray[i] = ReturnObject;
  125.                 }
  126.         }
  127.         return ReturnArray;
  128. }

Cheers!

7
Technical forum / Re: optional parameters in a custom method
« on: January 25, 2014, 12:15:19 PM »
Quick reply 2.0, thanks.

Edit: I misunderstood in my earlier reply. I was thinking you would have to call TestMethod(something, null), but you can leave out the 2nd parameter when calling it. That's exactly what I wanted, and the answer was actually pretty simple. Thanks!

8
Technical forum / optional parameters in a custom method
« on: January 25, 2014, 11:52:04 AM »
This might be a dumb question (or at least a question that shows I'm still learning as I go!) but how do you use optional parameters in a custom method definition?

For example, how would you get something like this to work:

Code: WME Script
  1. method TestMethod(param1)
  2. {
  3.   Game.Msg("You called TestMethod with 1 parameter: "+param1);
  4. }
  5.  
  6. method TestMethod(param1,param2)
  7. {
  8.   Game.Msg("You called TestMethod with 2 parameters: "+param1+","+param2);
  9. }

...Obviously that just makes a duplicate declaration. Is it even possible for custom methods?

9
Technical forum / Re: ParentNotify not working for sub-window
« on: January 25, 2014, 11:22:39 AM »
What you're saying makes sense, but ParentNotify only seems to work for buttons as far as I can tell, so you can't chain it like that. 2.0's answer is the best way to go.

10
Scripts, plugins, utilities, goodies / Update
« on: January 12, 2014, 03:07:43 PM »
12/01/14: Fixed a bug that was causing looped sounds to fade back in after the soundscape was changed, if 2 changes overlapped. Link above updated.


@Metamorphium - I watched your talk. Very interesting! I agree that interactive music is underrated. iMuse was a revolution that never happened - but maybe people are starting to catch on. I was already planning to do something similar to your ideas, but I'm not a musician, so your music objects, moods and pools is awesome but a bit beyond my abilities. :-[  What I did yesterday though is I made another entity, MusicMgr, similar to this one, that uses Spellbreaker's aMuse (http://forum.dead-code.org/index.php?topic=4768) and the Bass library to mix simple loops interactively. It's very basic, but for simple repetitive industrial-esque music (think Silent Hill) it works quite well, especially coupled with the soundscapes. (I kept music and soundscapes separate for simplicity's sake.) Is part 2 of your talk on it's way?

11
Scripts, plugins, utilities, goodies / Re: Soundscape Manager
« on: January 07, 2014, 07:51:12 PM »
Thanks everyone for the comments!

@piagent - I see what you mean but I was thinking of re-usability (in multiple projects) and of readability. I originally made a simplified version of this for Bickadoodle, with the intention of re-using it in Black Aether (my "serious" project). The Bickadoodle version is all in one script with the soundscapes defined as properties of objects. That came to 700 lines. Black Aether could potentially have up to 40 different soundscapes, so that script would be a bit unwieldy.

@metamorphium - I will definitely have a look at that vid later, as I am also hoping to implement interactive music too.

12
Scripts, plugins, utilities, goodies / Soundscape Manager
« on: January 05, 2014, 06:41:25 PM »
Hi Muties! I made this soundscape manager and thought I would share it. The download link is at the bottom of the post.

What is it for?
Soundscape Manager will generate layered, randomised ambient sound enviromnents (soundscapes) on the fly. For example, lets say you have a cave scene. You can use a soundscape to play randomly placed dripping sounds and rock noises. Other uses could be crowd scenes, cities with traffic, wind, forest sounds, etc.. Use it instead of creating a single looped ambient sound track and it will be less repetitive, more realistic and reduce file size.

What does it do?
The soundscape manager is an entity that you load from your game.script. The soundscapes themselves are defined by text files called something.soundscape. There are 3 channels. Each channel can be either randomised or looped. Randomised channels can have up to 5 sound files. The volume, pan and delay between each channel is randomised based on the values in the text file. You start a soundscape by calling a method from your scene_init.script (or wherever your like). The soundscape will continue playing across scenes (without a gap) until you stop it or change to a different soundscape.

How do I use it?
Copy the contents of the zip into your project folder. You'll now have a soundscapes folder. In there you will find an example soundscape called cave.soundscape and a template.soundscape to help you with making your own. Into this folder goes your sound files such as drips, wind bursts, birds tweeting etc.. There is also a subfolder that contains the Soundscape Manager entity and script.

To load the Soundscape Manager, add this to your game.script:
Code: WME Script
  1. global SoundscapeMgr = Game.LoadEntity("soundscapes\soundscapeMgr\soundscapeMgr.entity");

To start a soundscape or change to a different one, call this method:
Code: WME Script
  1. global SoundscapeMgr;
  2. SoundscapeMgr.ChangeSoundscape("cave");
Where cave is the name of the soundscape file (e.g. cave.soundscape).

What goes in the something.soundscape text file?
Compare the example and the template files. The template.soundscape file looks like this:
Code: [Select]
fade_in_time (ms: time for whole soundscape to fade in when started)
fade_out_time (ms: time for whole soundscape to fade out when stopped/changed)
////////////////////
type (bool: 0=random sounds, 1=single looping sound)
channel_0_sound (filename without path or ext, or "null")
channel_0_sound (filename without path or ext, or "null")
channel_0_sound (filename without path or ext, or "null")
channel_0_sound (filename without path or ext, or "null")
channel_0_sound (filename without path or ext, or "null")
channel_0_min_volume (%: minimum random volume)
channel_0_max_volume (%: maximum random volume)
channel_0_min_delay (ms: minimum length of the random time between sounds)
channel_0_max_delay (ms: maximum length of the random time between sounds)
channel_0_random_pan (bool: 0=centred, 1=randomly panned)
////////////////////
type (bool: 0=random sounds, 1=single looping sound)
channel_1_sound (filename without path or ext, or "null")
channel_1_sound (filename without path or ext, or "null")
channel_1_sound (filename without path or ext, or "null")
channel_1_sound (filename without path or ext, or "null")
channel_1_sound (filename without path or ext, or "null")
channel_1_min_volume (%: minimum random volume)
channel_1_max_volume (%: maximum random volume)
channel_1_min_delay (ms: minimum length of the random time between sounds)
channel_1_max_delay (ms: maximum length of the random time between sounds)
channel_1_random_pan (bool: 0=centred, 1=randomly panned)
////////////////////
type (bool: 0=random sounds, 1=single looping sound)
channel_2_sound (filename without path or ext, or "null")
channel_2_sound (filename without path or ext, or "null")
channel_2_sound (filename without path or ext, or "null")
channel_2_sound (filename without path or ext, or "null")
channel_2_sound (filename without path or ext, or "null")
channel_2_min_volume (%: minimum random volume)
channel_2_max_volume (%: maximum random volume)
channel_2_min_delay (ms: minimum length of the random time between sounds)
channel_2_max_delay (ms: maximum length of the random time between sounds)
channel_2_random_pan (bool: 0=centred, 1=randomly panned)

To make a new soundscape, just edit the template and you should end with something that looks like the "cave.soundscapes" file:
Code: [Select]
2000
2000
////////////////////
0
drip1
drip2
drip3
null
null
10
100
3000
6000
1
////////////////////
0
rockfall1
rockfall2
null
null
null
50
100
5000
15000
1
////////////////////
1
cave_ambience
null
null
null
null
100
100
0
0
0
This soundscape takes 2000ms to fade in or out. In channel 0 there are 3 drip sounds which play at a volume between 10-100% with a random gap of 3000-6000ms between each play. The channel is randomly panned, so each play will be at a different left-right position. Channel 1 is similar. In channel 2 there is a single looped sound that plays continuously at full volume and does not pan.

Notes
  • For the filenames (the sounds and the something.soundscape files) you only need to give the name of the file, not the path or the extension. Just make sure everything is in the soundscapes folder and named correctly.
  • The script looks for OGG FILES, so make sure your sound files are .ogg format. (If you really want to use .wav files, you can edit lines 224-292 of soundscapeMgr.script.)
  • The soundscript files are read line-by-line, so don't mess with the layout.
  • The 3 lines with the slashes are just for spacing (i.e., lines 3,15 and 27). You can't put comments anywhere else, but anything in these lines will be ignored.
  • Remember to use "null" for a file listing that is not used (as in cave.soundscript above).
  • You can use a random volume and pan for the looping sounds if you want to, but they will pick a volume a pan when they first start to play an then not change.
  • You can't change the soundscape if another change is already in progress (i.e., it's currently fading in or out).

Here's the half-baked pseudo license note from the script:
Originally developed for Black Aether by Behemotronic Games. This code is distributed free for non-commercial use. Please feel free to use it in your own projects as long as you let me know so that I can check out what you've done with it. Please don't plagiarise or use it in commercial projects. This is provided "as-is" and has only had minimal testing. I take no responsibility blah blah blah.

Finally, here's the download link: https://www.dropbox.com/s/p8f77eqqh2skc12/soundscapeMgr.zip
And if you just want to try it out, here's a simple test project of Molly in a cave: https://www.dropbox.com/s/k3tf4q1nn4be5kv/SoundscapeMgrTest.zip


Obviously, you can do a lot more with this than just make cave sounds. Thanks and have fun! Any questions, just ask.

13
Technical forum / physics: just a thought...
« on: December 31, 2013, 05:38:26 PM »
Hi folks. Just wanted to run something by you all - just an idea I've been thinking about. I've not done any real research or tried anything out yet... I might just be dreaming...

I've mentioned on other threads that I've used Flash a lot in the past. Something I've enjoyed is playing about with is 2D physics, for example these 2 flash toys: Capering Calavera and Shmetris (Use the mouse to interact in both. Mnemonic and anyone else who worked on Wilma Tetris might appreciate Shmetris!)

Anyway... these were made using Box2dFlashAS3 a Flash/AS3 port of the excellent Box2d rigid body physic engine, which is written in C++ and available on the zlib licence, although I've only ever used the Flash port myself.

Now I'll admit that I don't know much about dlls or writing plugins for WME (that is, I don't know anything) but I was wondering if anyone could shed any light on how easy/difficult it would be to create a 2D physics plug-in for WME, maybe using Box2D...?

Implementation aside, if such a thing was possible, I imagine that how it would work would be that if you wanted some entities to be physics enabled in your scene, then Box2D would be simulating it in the background and your entity would query the plugin for the x and y of the body it is representing and update it's position in the scene / it's position on the screen. Obvious this would only work in scenes/games that are truly 2D, i.e., no perspective.

Does anyone have any thoughts on this? Is it worth investigating? Mnemonic, do you see any potential issues?

Thanks for ideas, input, etc.

14
Game announcements / Re: Bickadoodle
« on: December 31, 2013, 01:27:57 AM »
Keep up the good work !  ::rock

I intend to! The "long-term project" I mentioned takes up a lot of precious time, but I'm planning to break it up by doing a short game like this every now and then (maybe a sequel). Thanks for commenting.

15
Game announcements / Re: Bickadoodle
« on: December 30, 2013, 06:05:06 PM »
A simple game, but it is very funny. Good job ...  ::thumbup :D

Thanks! Appreciate the comment  :)

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