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Messages - Darky

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76
Fixed / String Table Manager StringID selection list error
« on: July 23, 2009, 03:54:46 PM »
This is only a minor bug. If you scan your project for available strings with the String Table Manager and then click on "Manage strings", right-click on one of the found strings, assign string ID and then click into an empty space in the upcoming selection list instead of selecting an existing item, there will be an error. From there you can click for Details, Continue or Exit. If you ever experience this error, click on Continue, there should be no harm done and you can resume as usual.

This error does not appear if you already made a selection correctly and then try to click into the empty space. You have to made no selection at all in the "fresh" window and then click into the empty space to produce this error.

77
Technical forum / Re: Videos
« on: July 14, 2009, 11:31:02 AM »
Yes, in that case you'd of course use Sprites and the PlayAnim() function. Take a look at the default WME Demo Project too, it helps.

78
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: July 02, 2009, 04:18:47 PM »
Ya, Filefront somehow seems to have deleted all old files, not only here. There are alot of other things around the WME community that were on Filefront and are now vanished :( Maybe we should collect the dead links and request reuploads ;)

Anyway, keep up the work.

79
Technical forum / Re: Color a sprite red
« on: June 22, 2009, 06:54:58 PM »
Thanks, too :)

I guess when you don't specify "Alpha" it just sets itself to a default of 255, right?

80
Technical forum / Re: Color a sprite red
« on: June 22, 2009, 04:41:56 AM »
I don't know what your 4th value is for (it doesnt seem to be needed for RGB?), but anyway if you have a script file like with entitys you could specify it like this.

Done via WME 2D Demo, scenes/room/scr/book.script

Code: [Select]
on "LookAt"
{
this.AlphaColor=MakeRGB(255, 0, 0); // turn book red

// walk to the desk
actor.GoToObject(this);
actor.Talk("~"Wintermute Engine: User's manual.~"");
actor.TurnTo(DI_DOWN);
actor.Talk("Sounds interesting.");
actor.TurnTo(DI_UPRIGHT);

this.AlphaColor=MakeRGB(255, 255, 255); // restore full color
}

It's all about providing the right numbers :) Check a program like Photoshop to get the right RGB code of your color.
Note that 255, 255, 255 stands for pure white which from what I understand is for presenting unaltered colors as they are in your source image. That's most likely why it didn't work for you.
Also note in the code example if you abort the routine early it never will turn into full color again until you run through it again (in this case look at the book again and wait), so be careful how / where you place the restore to normal color.

Of course all this is just from a noob, so no warrantys ;) Have fun

81
Software and games / Monkey Island is back!
« on: June 02, 2009, 04:16:16 AM »
Good News! In case you havent heard already (how could you not?!) another beloved franchise comes back: Monkey Island

And it strikes back in a duo: There comes a Remake, and there are 5 new Episodes from Telltale!

Resources for the Special Edition Remake:
Images, Videos, ...: http://www.gamespot.com/pc/adventure/thesecretofmonkeyislandspecialedition/index.html
Official Website: http://www.lucasarts.com/games/monkeyisland/

Tales of Monkey Island - Telltale's New Episodes:
Footage: http://www.gamespot.com/pc/adventure/talesofmonkeyisland/index.html
Official Website: http://www.telltalegames.com/monkeyisland


What do you think??
Heres my Opinion: I am a big Monkey Island Fan since a child. I loved all of them, except MI4 which for me took with it's 3D graphics the whole atmosphere away that I liked so much. But the real overkill for me was the controls. Now, when I look at Tales of Monkey Island, I receive similiar feelings. Although I have high hopes that, with the big Telltale Name on it, the controls will be fluent and that they make the right thing.

Still, something feels wrong about all this. What can it be? Oh yes, the Characters!
Does anybody else think every Character, and especially Guybrush, looks ... to say it mild, "bad" ? My initial outburst of happyness quickly shifted to a sickness in my stomach as I looked at the new character art... it's horrible.

In any case I prefer the Remake over the new adventures, maybe because of remaining sceptics that Telltale really can handle the franchise. I have more trust in what I already know is great (and unchanged, apart of the interface and graphics) and with the feature of fully remastered music, completely spoken dialogue and, the best of all, the ability to switch back to the oldschool graphics we all love so much, they really got me there. I wish there were such a graphics switch on Telltales game...

Well, that's just me. Tell me about your feelings regarding this.


EDIT: Just a sidenote, LucasArts wants to bring back other good old franchises as well. Highly curious... do you think its a right thing to do, or should these gems rest in peace instead?

82
Sure you can't export the Celtx stuff because of all the Crosslinks for Characters and stuff. The Software is not big so it's no problem to share it with others.

I don't know about the other document types but I was writing parts of a Screenplay within CeltX. Please note again that I have an older version of it. The Crosslinks are not really present in the actual Text of an Screenplay. I'd be interested in exporting just the Texts itself for a popular software as MS Word with proper formats. The only workaround you have for that is to export it as HTML or TXT - either way if you try to insert it in Word again, your formatting is lost and has to be redone with quiet some effort depending on the length of your Screenplay.

I think it's a case of what you need the software for. If you write your game script or something with it just for internal team usage, then it's no big deal for anyone to install. If you however write something that you want get published like a book (that you can't write properly with CeltX anyway) or worked with from like a screenplay, the guys at the company you sent it to certainly won't install an extra software just for you. You'd have to hope they are modern enough to have CeltX already installed. You could of course just print your text from CeltX and send those prints, but I am assuming the usual case of "low budget" where you don't have the money to print countless copys of the script by yourself, the case where the money just is enough to print them out your Exposé.

It depends form case to case, really. But in general, CeltX is a nice software, yes.

83
I used CeltX a while ago. It's really a great tool, but what I did not like is that I could not share my transcript with others that don't have the CeltX software. My version is a whole lot older than the latest version but it was not possible to export your document in anything else but HTML and some other thing. What I'd have needed was an option to export it into a file format that can be read and edited easily by anyone in such widespread software as MS Word. Also if you'd write something for serious business and want to send out CDs instead of prints, it would be a great thing to have such an export option.

Therefore I have not been using CeltX since a while, but I was unable to find a good alternative (I did not look too hard for it). I guess its only a good thing for beginners to start out and for the collaboration possibilities CeltX offers with their web / online sharing.

84
Game announcements / Re: Gamelet (+ screenshots)
« on: May 19, 2009, 09:15:32 PM »
I envy the brilliant Art style. It looks really great. I will keep an eye on your project :)

Do you do this kind of art professionally for a living?

85
Game announcements / Re: Butterfly
« on: April 09, 2009, 07:12:43 AM »
Looks more and more interesting. The art is fantastic, I hope the gameplay will be as well. Keep it up!

86
Game announcements / Re: The Mystery of the Sacred Grove
« on: March 21, 2009, 06:26:12 PM »
Hello David, it looks like you found it already ;) It was the small excerpt on adventure-treff.de where I noticed it first.

87
Game announcements / Re: The Mystery of the Sacred Grove
« on: March 19, 2009, 09:07:01 PM »
"Like the Information was downloaded right into my brain!" haha ;)

Nicely done. I read a small excerpt about it on an german adventure site and thought "Probably it's Wintermute", then I started it and yes it's Wintermute. I think that information was downloaded right into my brain, too ;) I don't have the time to play the whole thing at the moment but I find the video cubes the most interesting so far, because you get to know a bit around it and see some real life footage. This game is a bit like playing an interactive documentation.


PS: You don't have to have that purple outline around your cursors, you could use PNG images with full transparency instead of purple backgrounds. The best way to achieve that is Photoshop, just make your purple background layer invisible and the background should be "chess" like then (indicates transparency). Save it as "PNG-24" (NOT PNG-8) then (see here how) and the purple jitter around it would be gone. You may wanna use this technique for your next project (if any) or if you go to make the effort to extend and upgrade this game. Check it out, it's worth it.

88
Scripts, plugins, utilities, goodies / Re: 2.5D models viewer
« on: March 09, 2009, 04:10:59 AM »
Very nice and useful. Thanks alot for sharing the source, too!

89
Bug reports / Re: Possible 3D Geometry Bug
« on: February 13, 2009, 12:15:33 AM »
Where exactly do I do that? I am new to 3dsmax and I have the default settings.

90
Bug reports / Possible 3D Geometry Bug
« on: February 12, 2009, 03:19:31 AM »
I made a simple scene with 1 Target Camera in 3dsmax and exported the 3D Geometry as I should. However after importing the data on WME SceneEdit, the Geometry actually was smaller than it should be while my background definitively was right since I rendered it from the same camera position etc.

A Screenshot of the Problem is here

In 3dsmax, the Camera has a FOV of 45.00 and my Game Project is in 1280x800.

With the help of 'aJynks' in the WME chat I came upon two solutions how it still fit:

1st: Set "Game Resolution" on the 3D Tab to 1024x800. Any other value will result in issues with the geometry (PICTURE)

2nd: Set "Game Resolution" back to 1280x800. Check "Override camera FOV" and set the value from "35.62" to "29.01". Got me an even better result actually (PICTURE)

Jynks thinks it's a bug and I agree because I would not think that I'd should need to do those 'Adjustments'

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