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Messages - Spellbreaker

Pages: 1 2 [3] 4 5 ... 26
WME Lite / Re: True Type Font issues
« on: July 26, 2012, 05:07:26 PM »
Uhm, wasn't there a restriction that TTF fonts MUST NOT be included in .dcp files?

"idle scripts are not stored in saved game so they can be easily patched."

So, what scripts exactly are now saved and cannot be patched?

Bug reports / Re: Bug in Character Turning Mechanism?
« on: July 20, 2012, 07:22:49 PM »
As far as I can see the bug is gone. I'll check on my old laptop tomorrow, which is quite slow ;)

Bug reports / Re: Bug in Character Turning Mechanism?
« on: July 20, 2012, 07:18:16 PM »
I'll check it out. ( it also occured in the standard wme demo as I said ;).

Technical forum / Re: change Idle animation when its end
« on: July 19, 2012, 03:09:33 PM »
PlayAnim is not so good in idle, because it blocks. I'd prefer to apply an event to the last animation frame in the sprite ( e.g. "changeIdleAnim" ). Then in the Actors Script you write

on "changeIdleAnim" {
this.IdleAnimName = "otherIdleAnim"

Of course you have to add the "otherIdleAnim" in the .actor file.



In the inventory.def there's a "Hide Selected" in the Behavior Tab. And you can add scripts there too to change the behavior of your mouse.



General Discussion / Happy Birthday LauriPoika!
« on: June 25, 2012, 07:26:23 PM »
 ::beer ::beer ::beer ::beer ::beer ::beer ::beer

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

Grats dude.

Technical forum / Re: Memory Problem
« on: June 08, 2012, 03:14:47 PM »
I don't know, I think the problem is somewhere else, script related. We preload around ~600 Frames of Animation just for the Mainactor, and the WME process is constantly around 250 MB ( depending of the Scene we are in.) Your animations aren't too big imo.

Game design / Re: [] Saber Tooth
« on: June 08, 2012, 09:48:18 AM »
Hey there,

I really love your artworks, but would be so kind to make thumbnails or something, since your thread is getting bigger and bigger and more images are loading and loading....And it's apita when you're having an UMTS connection ;)



btw: The last character really looks great. Would fit to final fantasy or something like that :)

Technical forum / Re: Memory Problem
« on: June 08, 2012, 09:46:14 AM »
Just a guess ( we did the same with an animation wondering about the memory usage ): Me made a litte animation, but simply forgot to crop it, so the animation was ... dunno... 100x100 px or so, but the frames all were 1280x720. Doesn't matter if transparent or not, memory usage is the same ;) ;)

Other thing is maybe you simply have too much frames? We have good results using 10 FPS for Characters (for our comic-style), it looks really good.

Our WME Process is always ~250 MB - ~300 MB with all needed stuff loaded.



WME Lite / Re: WME Lite and ScummVM
« on: June 05, 2012, 04:08:09 PM »
So as far as I can see now, only thing I have to remove is the music stuff and RotT will run on Scumm ==> iOS / Android / Mac / and so on. Great :)

Scripts, plugins, utilities, goodies / Re: [PlugIn] aMUSE
« on: June 02, 2012, 08:29:36 PM »
Only the Plugin and the Theora videos are not useable in WME Lite. Thats what we would have to change. Oh and sprite mirroring too.

Scripts, plugins, utilities, goodies / Re: [PlugIn] aMUSE
« on: May 30, 2012, 07:04:08 PM »
ScummVM does not use BASS at all, in any version or platform.

Also, a bit OT, but regarding video-playback, why would you need to change any of that from your current solution?

I was talking about WME Lite. I don't know what ScummVM Port of WME Lite will do, but WME Lite does not support Video Playback nor Sprite rotation / mirroring for example. And WME Lite is based on BASS.

So I simply would have to wait until ScummVM port is ready, and then I can check if RotT works or iwhat changes I have to make ( for examoke removing all the plugin stuff ).

Scripts, plugins, utilities, goodies / Re: [PlugIn] aMUSE
« on: May 24, 2012, 07:41:18 PM »
Sure I would help, but I don't know what I could help. You know, the only Problem with WME was that it was not possible to play several ogg tracks synchronously. Thats why I made aMUSE ( it's clearly NOT a iMUSE, it's more than a name-joke ). You can see what aMUSE can do in the first post.

Since now WME Lite depends on BASS, I guess the Sync-problem does not exist anymore, and I don't think it will exist in the ScummVM port of WME Lite.

Greets, Spellbreaker

Scripts, plugins, utilities, goodies / Re: [PlugIn] aMUSE
« on: May 24, 2012, 12:06:16 PM »
Since WME Lite does not support Plugins, it would not make sense. WME Lite already uses BASS Library for Audiooutput, so I personally think, it's not necessary to port aMUSE to WME Lite.

If ScummVM is working, and RotT is ready, we'll port it to scummVM for sure, because there are other things we have to rework ( like video playback for example ).



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