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Messages - odnorf

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General Discussion / Hardware T&L
« on: April 12, 2003, 12:25:11 PM »
I saw in the registry that there is a disabled option for hardware T&L. I try to enable it but when I run my game the engine disables it again. Is this a true option? Does the engine uses T&L? And for what? Is there a real benefit for an adventure game from that option?

P.S. I have an Ati 9000pro 128MB which has hardware T&L which runs my game (vsync disabled) from 380 frames (scrolling scene with paralax scrolling, main layer 1400x600, second layer 1600x600) to 685 frames when there is only one 800x600 background with no active animated sprites.

Technical forum / Re:characters' text speed
« on: April 12, 2003, 12:01:19 PM »
Aaaaaaargh. I can't follow the response time you have. :)

And about the registry: AAAAAaaaaaaargh (again). I have been using that registry path in project settings but I forgot everything when I asked "where". But I have an excuse. :) I'm terrible sick right now and it seems that I can't think logically. :(

While you are creating the new documentation I think it's a good idea to include a link to Nullsoft installation system NSIS (it's what I'm using :) ). It's really powerfull and opensource.

Another engine is the Mad Engine (
It's opensource and it's what the hero6 team is using to create their game. There are a few more engines but they are not finished yet.

Another great archiving utility is 7-zip
It's opensource (GPL) and has the best compression ratio (but it can be slow sometimes).

Technical forum / Re:characters' text speed
« on: April 12, 2003, 11:31:49 AM »
OK...Thanks... I have read the manual about 100 times and
I could swear that I didn't find anything concerning the registry there (I hate when this happens) :(

One last question. Where does it store the values in registry?
Does the engine create a different directory for every game? If not then think about having two or more games created with wintermute engine. Then the settings from the second game could overwrite the setting from the first game if they share the same name (SubtitlesSpeed in our example). In this case your example  for using the kernel32.dll to create an .ini file will be a better solution. (I should thank you for that example... I know very very very little things about programming to think something like that. But I am able to create a simple demo with your engine which states that Wintermute engine is not only powerfull but also very easy!!!)

Also the game.ini file sounds like a better idea IMHO for two reasons:
1)The player can modify the games' settings while he is not playing the game and I always loved to be able to do that (Well, he can modify the registry too but I think that most of the people don't know how or don't want to mess with the registry).
2)It wouldn't leave traces in the registry after the uninstall.

Technical forum / Re:characters' text speed
« on: April 12, 2003, 07:58:37 AM »
Mnemonic thanks for the Game.SubtitlesSpeed. That was really fast.

You said that it would be possibly to adjust the subtitles attribute while in-game. But (I think) the value the played has entered would be reset when he quits the game (unless he saves a game??? is that information saved in a savegame?). Wouldn't a method for creating a gamename.ini file would be handy in this thing? And also a method for reading that file (as I sujested in another post in the WishList forum). Maybe I am just saing stupid things (I am usually do this all the time. :( ) If this is the case  please ignore this post.  ;)

Feature requests, suggestions / Re:file methods
« on: April 10, 2003, 10:58:02 AM »
Yes it could be dangerous if some person decides to create a small demo which does Game.DeleteDir(c:\winnt). But you could bound the methods to work only in the games' dir and not outside it and unless someone decides to install a game in a system folder it's not going to be dangerous  :)

(I wish i was a good programer so I could create a few dlls for this great engine.)

Technical forum / Re:characters' text speed
« on: April 10, 2003, 10:50:26 AM »
Yes, you are right, that would be the best method.
I hope this (easy) feature will be in the next build.

Feature requests, suggestions / file methods
« on: April 10, 2003, 10:18:14 AM »
How about adding methods for handle files?
Like CreateFile, DeleteFile, CopyFile, PutLineInFile, DeleteLineFromFile, e.t.c.....

I'm thinking about Grim Fandango where everytime you saved a game it genarated an html file which contained all the dialogues you had in the current game.

(I'm not goint to use that for my first small adventure but I think it could be usefull for some other people or me in the future.)

Technical forum / Re:characters' text speed
« on: April 10, 2003, 10:12:17 AM »
The problem is that I don't have any speech and to specify every line in milliseconds it's not a good idea (it's slow, you have to test every line a few times.... e.t.c).
I think that the best idea is to be able to adjust the automatic calculation. Something like
actor.Talk("blah, blah, blah", 120%) so the duration will be the 120% of the automatic calculation.

Technical forum / characters' text speed
« on: April 10, 2003, 09:02:16 AM »
Is it possible to adjust the text speed when a character is talking. I can't find it anywhere (or I didn't look enought).

Feature requests, suggestions / sprites with videos
« on: April 09, 2003, 06:52:27 PM »
I'd like to be able to use a video inside a sprite instead of many frames. This could be usefull to create simple animations (but with a lot of frames... like a tv in the background) and complicated full-animated backgrounds.
Think of Blade Runner and it's animated backgrounds.

Sorry for my bad english.

General Discussion / Re:Games, games, games...
« on: April 09, 2003, 06:47:52 PM »
Well, i'm developing an adventure game named "Dreams"... It's a school project so it's only going to be a demo of about 25 backgrounds and simple puzzles. All the game will be inside main-characters' dream. The game will probably be opensource (graphics, scripts.... everything) but I haven't decided that yet for sure.

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