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Messages - Spellbreaker

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316
Technical forum / Re: Increase or Decrease Gold Counter
« on: December 04, 2008, 09:08:13 PM »
Somewhere I miss the connection between GoldWin.Text and your gold variable, so whats the code of you goldwin? You have to increase your gold variable, now you manually set the text of GoldWin to "5" .

317
Feature requests, suggestions / Re: Change the camera FOV
« on: December 04, 2008, 07:26:36 PM »
I am not using a 2d Background, where I wish to change the FOV of the camera.

Because the FOV can be changed in the Scene Editor, can those controls be created in a scriptable version?


Wintermute is not able to use real 3D. So if you would change the FOV of the camera, the scene would look exactly the same, because it does not change. The FOV and the 3ds geometry File is just for the purpose to let the engine know where the char can walk, which areas are blocked, and where shadows should be cast. Oh and Lights of course.

318
Help wanted and offered / Apeiron Studios Adventure Project
« on: November 29, 2008, 03:12:43 PM »
Hi people :)

We are still seeking for some talented artists who have time to work on our project. It will be a free Adventure, and the purpose is to work as "port folio" title we can use to pitch publishers for our upcoming commercial Project. The game will be developed using Wintermute of course.

Free positions are:

3D Modeler - Modeling of Characters, and if possible topology for the scenes
3D Modeler or 2D Artist - Creation of Scene Backgrounds, either in 2D or complete 3D if the style is okay. Should not be too realistic  ( see below ).


It is a 2.5D Adventure based on Brian Moriarty's Loom. Here are some concepts :

Testrun of the Engine with a raw 3D Model of the Main Character:



Concepts of the first scenes :







If you are willing to take one of the free positions, and you have time to keep it until the project is finished, then simply drop me a PN here or email to spellbreaker *a t* apeironstudios *d o t* com


Greets,

Spellbreaker

319
Technical forum / Re: Rhythm Game Possibility?
« on: November 29, 2008, 03:05:02 PM »
I wonder what time precision is needed for this kind of game.

But anyway, there's the global timer, so if you remember the time when the music started, you can get get the current point of playback. You'd probably want to create some kind of definition (using some external tool) which would contain time and action, and your scripts would need to load this definition and periodically check if the player performed required action at the expected time (with some tolerance of course).

I thought about something like guitar hero, where you have to be very precise with timing the notes correctly the player has to play while the song is running. Thats not so easy, and it has to run the same way on every different PC, when the graphics runs out of synch you can put the game into the trashbin. Like the early versions of frets on fire, the PC Conversion of Guitar Hero, which had exact the same problem.

320
Technical forum / Re: Rhythm Game Possibility?
« on: November 29, 2008, 12:27:20 AM »
Hello Everyone,  ::rock

I'm new here, but have gotten quickly excited about WME after reading through the documentation and scores of forum posts. As a point of reference, my last experience programming was with Turbo C++ for DOS, so I am trying to quickly get re-acclimated with that side of things (go easy on me).

I was wondering what some of the experts (or anyone, really) here thought about the possibilities of doing a rhythmic-game with WME ala Guitar Hero/Rock Band. I've read through some forum posts regarding the state of some of the sound and music functions in WME, and it seems like it might be a bit of a challenge without MIDI support (not for the music, but the for timings of notes, although one could come up with their own binary filetype, I suppose); and clearly one would need to be able to keep track of the timings of OGG/WAV files rather precisely. Can this currently be done?

I realize, of course, that this engine is not designed for this specifically. However, as a professional composer who's worked on a few video games, I would be very interested in seeing further support for the music and sound functions. There are lots of really interesting things going on in this area of development at the big companies right now with beat-mapping and multi-channel music and audio.

Hope everyone state-side had a nice holiday.



Hi there!

Since you need to get the exact position of a song inside to make such a game, it's quite hard. I don't know if you can use the ticks-value that WME counts from start as kind of a "timeline", then it *could* work. The functions are all there, I just don't know if it will be exact enough.

321
General Discussion / Re: Latest beta: WME 1.8.8 (November 15, 2008)
« on: November 19, 2008, 08:27:54 PM »
Right now it uses *any* higher resolution it finds, and ignores aspect ratio.

Then I vote for "maintain aspect ratio" feature  ::rock ::rock ::rock

322
Game announcements / Re: Strange Change: small finished game
« on: November 17, 2008, 05:39:23 PM »
Hey there! Played through your game yesterday, I really liked the frog-puzzle...it _somehow_ reminded me on "Impossible Mission" ... It was also frustating sometimes  ;D ;D ;D

323
General Discussion / Re: Latest beta: WME 1.8.8 (November 15, 2008)
« on: November 15, 2008, 10:35:10 PM »
The problem is, that WME chooses 1280x960 as next-fitting resolution for widescreen, but it's a 4:3 resolution, so the image is distorted of course.

324
Game design / Re: How do pros create a design document?
« on: November 15, 2008, 10:14:29 PM »
Look at the very last page :D "To protect this Document, please restrict your fallen tears of joy in this box. Thank you! ----> "

325
General Discussion / Re: Latest beta: WME 1.8.8 (November 15, 2008)
« on: November 15, 2008, 10:02:39 PM »
Hi there!

Now for the first time fullscreen is working for me, just one question: I set up the game in 1280x800 . WME then chooses 1280x960, since it's available on my gfx-card. But the game uses the full width without border left / right, which makes my chars looking quite big ;). Any way to avoid that?

Sincerly,

Spellbreaker

326
Technical forum / Re: edit and change all in game texts at one place
« on: November 08, 2008, 02:06:13 PM »
Hi there!

It is actually possible, you can have a string.tab file which contains all your strings.

For example you write actor.talk("/MYACTOR0001/Hello I'am Bob.");

You can do that with all strings. Then you have to use the String Table Manager which comes with your WME package ( c:\wme\StringTableMgr.exe ) to create a string.tab file. Then you can create different packages for different languages and so on, and you can assign voicefiles to the text-lines.

You should take a look to the WME Help ( Press F1 in the Project Manger ), there you can find "Inside a Game" -> "Localization suppor"


Greetings,


Nico

327
Technical forum / Re: No speech in compiled game
« on: November 05, 2008, 10:40:21 PM »
If you want the user to downlad/install just one language, your work is totally correct. When you use InnoSetup for example ( thats the only tool I use and know, it works with others too ), you could create a web-installer which only downloads the file "english.dcp" for example and installs it as "voices.dcp" which WME then uses.

328
Technical forum / Re: Small graphic on each screen
« on: November 04, 2008, 06:22:57 PM »
Simply create a sprite and put the graphic in there.

329
Technical forum / Re: Co-Op Adventure
« on: October 31, 2008, 06:05:33 PM »
Good luck :) Cyan tried it three times, they failed three times ( it was based on a monthly fee, Myst Online... Client Software was crappy too ). But I would love that :) But just as an option, maybe as add on

330
General Discussion / Re: Latest beta: WME 1.8.7 (October 26, 2008)
« on: October 27, 2008, 11:10:26 PM »
So know the problem was tracked down that my screen does not support the 1280x800 resolution.

So the behavior I would like from WME is that then the next greater resolution will be choosen. For example, if WME gets 1280x900 from DX as valid, WME should use that and leave 50px black border on top/bottom.



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