Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - GreyDay

Pages: [1]
1
Game announcements / Re-release: The Shine of a Star
« on: July 29, 2013, 08:55:42 PM »
Hi folks!

Just wanted you to know that the Wintermute game The Shine of a Star is now officially released for free at our companies newly updated website. If you like short and sweet classic point and click adventures in moody environments please check it out  :)

Find the game here: http://www.forgottenkey.se/the-shine-of-a-star/

And while you're at it, don't hesitate to check out the rest of the website for some feedback.

Thanks!

Best regards,

Robin Hjelte

2
Hello folks,
just wanted to share some of what I am doing.

(Malmö) Precious Pills, Blasting Bacon and Mowing Minds is a small game based on how to convey a question formulation taken from the academic world and was made as a part of a course at my college.
Hopefully it'll find it's way out on the Appstore when we (me and my co-worker) have the time to finish the last details of the game, and get WME Lite to work.



Cheers!

EDIT: Just head to my portfolio-page and download and play :) It will not be released on mobile platforms, and is PC-only.

3
Scripts, plugins, utilities, goodies / Splice arrays
« on: February 01, 2012, 11:16:22 AM »
I wanted to use a splice function for an Array in a game I am developing, and noticed that it isn't implemented in WME script.
I made a function that worked great for me for the purpose, and as I saw another question on the forum about it I thought that I might upload the piece of code for others to use. Nothing complicated, but nontheless:

Code: [Select]
function Splice(var array, var place){
//Move the unwanted object in the array to the end.
for (var i = place; i <= array.Length -1; i = i +1)
{
array[i] = array[i + 1];
}
//And pop it.
array.Pop();
}

4
Scripts, plugins, utilities, goodies / Sound emitter
« on: July 21, 2011, 10:29:59 AM »
While working on The Shine of a Star, we made a sound emitter to fade sound in and out from a place in the scene. It works by measuring the distance between the actor and a point in the scene, the closer to the point the louder the sound to a maximum of 100 percent.

We put the script as a function in base.script and calls it from wherever we want to use it.

The arguments are sound (the pathway to the song/sound in a string), x, y, a radius from where the sound should start fade in, if it should loop and which channel it should play the sound through. If no loop is chosen, it loops automatically and if no channel is set, it uses the playSound method.

So here is the script:

Code: [Select]
function soundEmitter(var sound, var positionX, var positionY, var maxRadius, var loop, var channel)
{
if(loop == null)
{
loop = true;
}

if (channel == null)
{
Game.PlaySound(sound,loop);
}
else
{
Game.PlayMusicChannel(channel, sound, loop);
}
var update = true;
var distance = distanceCalc(positionX, positionY);
var p1;
var precent;


while(update)
{

distance = distanceCalc(positionX, positionY);
p1 = 1 - distance/maxRadius;
precent = p1 * 100;

if(precent >100)
{
precent = 100;
}
if (precent < 0)
{
precent = 0;
}
if (channel == null)
{
Game.SetSoundVolume(precent);
}
else
{
Game.SetMusicChannelVolume(channel, precent);
}

Sleep(10);
}

}

And here is a simple example of how to call for the function. In this particular example, the function is called from a sprite event for a bird to play a random bird cry every time it opens it's mouth:

Code: [Select]
on "Speak"
{
r = Random(1,3);
soundEmitter("Musik\Den första scenen\Mourning Bird "+ r +".ogg",this.X,this.Y,1600,false);
}

Hope it is usefull for someone, Cheers!

EDIT: Worth mentioning is that the script measure distance (i.e., a circle), and will work on both the X-axis and the Y-axis.

5
Technical forum / Steamworks and WME?
« on: June 16, 2011, 12:51:49 PM »
Hello folks!

We are a team of developers who are working on a project using WME atm.
We are now looking for different release-options and Steam is of course one
of the platforms we are investigating. To release on Steam though, one have
to integrate their Steamworks API into the project.

So to get to the question: Is this possible in WME in a smooth way? Does
anyone have any experience of this (and may talk of it of course, please
respect any NDA if they exists on this matter)?

Steamworks is coded in C++.

Cheers, GreyDay.

Pages: [1]

Page created in 0.028 seconds with 22 queries.