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Messages - creatorbri

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31
Technical forum / Re:How do you make 3d games?
« on: September 19, 2003, 04:21:30 AM »
I'm guessing this person means rendered 3D backgrounds, i.e. Grim Fandango. In this case, the answer is to learn 3D scene modeling using an application like Maya or 3d Studio Max.

If you mean real-time games, like Half-Life for instance, you're in the wrong forum.

But in either case, I highly suggest visiting www.gamedev.net -- poke around a bit and you will find some great beginner advice.

32
Technical forum / Re:Moving the actor's speech captions
« on: September 14, 2003, 04:15:21 PM »
Personally, I think the best system is one that would allow as easily for static-location text (i.e. if I wanted my captions to stay at the bottom of the screen) as for adjusting the position of actor-relative text (i.e. adjusting the height between the character's head and his/her speech captions).

For instance, maybe you could set some properties as follows... note that this is just a loose example, I can't remember how you would actually get the actor's position:
Code: [Select]
actor.SpeechX = actor.X;
actor.SpeechY = actor.Y - 100;
or
Code: [Select]
actor.SpeechX = 400;
actor.SpeechY = 580;

33
Technical forum / Re:Take my character up stairs?
« on: September 14, 2003, 04:10:26 PM »
Cool, thanks.

34
Feature requests, suggestions / Zoom Feature in Scene Editor
« on: September 06, 2003, 06:28:33 PM »
I'm trying to line up certain regions just right, and it occurred to me that it would be so much easier with the ability to zoom in on the scene, and still see all the lines of your regions, entities, scale levels, etc.

Something to consider for the future perhaps.

35
Technical forum / Take my character up stairs?
« on: September 06, 2003, 05:12:55 PM »
Mnemonic, are you still working on scale-levels for walkable regions? Stairs are really a pain without them.

36
General Discussion / Re:Silence detection question
« on: September 01, 2003, 09:16:12 PM »
So if I understand correctly, a separate utility will read through/play through a sample, detecting speech volumes, and compile a sort of speech-sync map file?

37
General Discussion / Re:AGAST Morningstar 1.1a released
« on: September 01, 2003, 09:13:14 PM »
Sometime I would like to see a very comprehensive comparison table detailing the features in WME and AGAST and how they compare. WME is our engine of choice for Curves of Danger (and for good reason), but for future projects it would be handy to have a detailed list.

I wouldn't want Russell or Mnemonic to do this ;) since they would both be a bit biased. I'd like to see such a list put together by someone who has extensive experience with each and is fully capable of being objective.

38
General Discussion / Re:#600
« on: September 01, 2003, 09:09:22 PM »
I'm 23, presently residing in the state of Utah in the USA. I suppose my occupation would be 'student'; I'm studying Information Technology, which is sort of a watered down Computer Science program. After I receive my Associate (2-year) degree, though, I plan to study Game Design/Development.

My favorite adventure games are many, and its difficult to order them; but I will say that my all-time favorite is Grim Fandango, and after that comes (in no particular order) every single LucasArts adventure game -- I've played every one of them except for Monkey Island 2, which I've never been able to find (although if I had a credit card, I could probably buy it from LucasArts' online store or from Ebay).

Currently I'm working with ForeverDream Studios on our noir-style mystery adventure, The Curves of Danger, which uses the WinterMute engine.

39
Feature requests, suggestions / Re:Simple EasyScripting Please!
« on: August 30, 2003, 05:42:33 PM »
While we're at it, lets ask Mnemonic to implement fuzzy logic and neural net technologies into WME which enable the engine to intelligently design massive 3D levels and worlds, complete with puzzles, all on the fly without the designer having to do any work.

The cool thing is, this AI would also write a complete story; and from that story it would generate artificially intelligent characters that have the same emotional and intellectual capabilities as a human being. It would enable these AI characters to learn from their surroundings. It would learn from the player and pre-empt the player's actions in order to scale the challenge dynamically. It would also dynamically generate a musical score and realistic voice audio for each character, all in real-time, without having to enlist the help of a composer or voice actor.

This would make WME the perfect engine for any game imaginable, and besides Mnemonic there wouldn't have to be a programmer -- no artists, no audio technicians, no writers, no desigeners, nothing -- the game is generated all on the fly. And I can't believe Mnemonic hasn't figured out how to do this, if he's a professional programmer he should have already done it, right?!?

-------------------------------

I'm being sarcastic, of course, for those who may not have figured it out.  :p  Mnemonic's objective of developing a classic adventure game development tool has already been achieved. Anything else he adds is simply icing on the cake.

Frankly, I'm quite annoyed by GonerX's request. Would you ask a Volkswagen manufacturer why he isn't using a Ferrari engine in his car? It takes as much design and manufacturing work to produce a Volkswagen as it does to produce a Ferrari -- but that doesn't mean no one needs a Volkswagen. A lot of people like Volkswagens. The majority probably can't afford a Ferrari anyway, and thats ok because not everyone needs a Ferrari. A Volkswagen is also easier to drive to its maximum ability than is a Ferrari.

Yet you are asking Mnemonic to put things in his Adventure Game development engine that don't belong there -- things that cost a lot of money, and possibly things that often take huge teams of people to develop. Most of all, you are asking it to do something it isn't intended to do. It was designed to make Adventure Games, GonerX, not the next best-selling First Person Shooter, and thats ok. Quit asking for things that don't belong in the engine.

That said, there was one suggestion you had which was not entirely ridiculous: Easier scripting methods, especially script templates. There are several full script templates included with the engine, but the ability to click-and-drop "script snippets" could certain be useful. I would endorse the suggestion as something to be included in a possible internal script editor -- which may be added in the future when/if it becomes a higher priority for Mnemonic. And if it does not, then its not such a horrible loss: Learn to script using the simple yet powerful scripting language the tool already includes, or go develop your game in something else.

40
Feature requests, suggestions / Re:Precise Status on 3D Actors?
« on: August 27, 2003, 11:56:49 PM »
Thanks for the clarification, I was just curious. :)

41
Feature requests, suggestions / Precise Status on 3D Actors?
« on: August 23, 2003, 10:29:42 PM »
What exactly is the status on using 3D actors? What was the reason it was removed? What kind of issues are involved with re-adding? Do we have a timeframe? Or is that functionality expected to be re-added at all?

42
Technical forum / Re:Something about the inventory
« on: August 23, 2003, 10:06:50 PM »
I believe there are actually hotkeys to access any item in the inventory -- basically there are 9 or 10 slots and a key corresponded to each. For instance, 0 always corresponded to Manny's scythe. It certainly wouldn't be ideal for games with large numbers of items, but I'm not saying it would work for every game, only that it would be cool in a game where the style was appropriate. In the case of Grim Fandango, the style was most appropriate.

I'm downloading the demo now, I'll take a look and contribute my thoughts.

43
Game design / Re:Actor Exchange
« on: August 23, 2003, 06:00:01 PM »
I believe the title of the film -- at least in America -- is "Who Framed Roger Rabbit?"

Anyway, ForeverDream Studios' The Curves of Danger uses 2D cartoon sprites in combination with black & white, pre-rendered 3D locations. Its a design decision that was made very early in the process, although we are currently negotiating for a replacement sprite artist. We felt that for this game, the 2D cartoon characters would be more easily identified with in an adventure game than a 3D character; but the locations had to be solid or gritty and a bit cold to encourage the noir atmosphere.

44
Does anyone at least have any ideas where else we can go to find artists?

45
Technical forum / Re:Something about the inventory
« on: August 23, 2003, 05:24:55 PM »
Hey, whats wrong with the Grim Fandango inventory? :) I found it to be very easy to use, and of course it was much more immersive/realistic than a window popping up on the screen.

Edit: Where can I find a sample of this alternative inventory you're talking about?

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