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Messages - SiriusCG

Pages: [1] 2
1
Game design / Re: Creating 2D Animations
« on: September 27, 2010, 04:09:21 PM »
For sprites we've used graphicgale: http://www.humanbalance.net/gale/us/ and really like it.

For doing larger work like cut scenes and background, it's hard to beat Synfig along with Inkscape.

Cheers.

2
General Discussion / Re: Looking for an older file ...
« on: September 23, 2010, 05:35:53 AM »
Hmm, gone for a week and 46 views, no replies. I guess the files aren't around or available. Thanks for taking a look!

Cheers.

3
Feature requests, suggestions / Re: Linux port Engine/Editor
« on: September 23, 2010, 04:57:03 AM »
For the Linux port, it may just be simpler to run WME in WINE under Linux. Have you tried this?

Cheers.

4
General Discussion / Looking for an older file ...
« on: September 15, 2010, 11:24:56 PM »
Greets to the community! I've been away from WME and it's forums for awhile (life does tend to get in the way) and now I find myself with free time to spend working on a 1st person game. I've had an idea sketched out for some time and I hope to see it come to realization this fall and winter while I'm at home.

While doing my research in these forums, I came across a file reference in this post: http://forum.dead-code.org/index.php?topic=1021.0 concerning some code from Rocco for learning 1st person scripting in the WME. And also in this post: http://forum.dead-code.org/index.php?topic=1873.0 from NiHiL. However, the links are both dead.

Is there any chance that someone has either of these files, or might know if they are still available somewhere?

Cheers.

5
General Discussion / Re: Sales of adventure games
« on: September 30, 2007, 06:14:40 PM »
Quote
Hey, even 100,000 copies is a mildly optimistic scenario.

Absolutely. And, if you consider self-publishing, via download and using Paypal or similar, it's not an unrealistic number. If you have a good game, people will play... and buy...

The bottom line for marketing success, don't neglect your business and marketing model to the detriment of your game...

6
Game announcements / Re: Ghost in the Sheet - Announcement
« on: February 19, 2007, 09:12:36 PM »
Very nice! Looks like some real thought went into the "atmosphere" and the artwork appears top notch! :)

I enjoy seeing WM projects like this as it inspires us to forge ahead with our project...  ::)

7
Community bulletin board / Re: Do you actively use WME for game creating?
« on: November 24, 2006, 06:18:26 PM »
Been working on a huge indie game with some friends but, as life has a habit of doing, we get interrupted constantly, family, work, etc. However, our spirits remain undaunted and with the new 3D features being introduced in the next WME version, we're committted more than ever to seeing the project to completion.

8
Help wanted and offered / Re: ICU Entertainment, needs new recruits.
« on: July 18, 2006, 01:41:30 AM »
Quote
Intially they won't be paid but when and if we decide to go commerical...

Well, no offense intended, but I think you might have troubles then finding competent artists, etc to work for you. The "when and if we decide to go commercial" is not a very strong inducement to work for "free"... especially on someone else's project.

The 60/30 split is not very attractive either... say you managed to round up 5 people to participate, that's 60/5 or 12% each to your 30%. A bit too lopsided IMO.

Good luck to you though!

9
Help wanted and offered / Re: ICU Entertainment, needs new recruits.
« on: July 15, 2006, 09:37:35 PM »
What's your pay scale for programmers, artists, etc...

10
The artwork looks great!  :)

It would appear that your using the newer 3D actors and scenes, your "2.75D". I assuming this from the dynamic lighting I  saw in the demo reel...

How's this working out for you?

11
Quote
if I can help at all answering any questions regarding WME and developing a commercial title on the platform, I would be only too happy to help.

Thx Steve.  I'm sure we'll have a number of questions as we move forward with our project! We're spending time building small "test scenes" to work out our content chain and workflows. The more I do with  the WME, the better I like it!

BTW, it sounds like quite the ambitious project you have going! I'll look forward to seeing LOTL released and playing iit!  8)

Do you have a website with any screenshots available?

12
Feature requests, suggestions / Considered Collada?
« on: July 07, 2006, 08:34:28 PM »
Have you considered Collada as an alternative to .3ds for 3D scene description? We're using Blender as our primary modelling tool and it has very good Collada scene export capabilities. Just curious...

Collada info and specs: http://www.khronos.org/collada/

I just read my own post and it sounded rather conceited. Sorry. The reason I mention Collada is that a number of commercial modelers have adopted the format for export as well as Open Source Blender.

Here's a link to a simple 1 cube, 1 camera, 1 light Collada file exported from Blender 2.4.1 if anyone is curious: http://www.northrim.net/jhouck/data/cube.dae

13
Thanks for the candid answer Mnemonic. I imagine as the WME creator, you would know if there were any serious limits...

As for perfection, I understand and my group isn't looking for perfection. Hopefully if we uncover any bugs in our development process, we can submit them for squashing!  ;)

I'll have to find Five Magical Amulets and take to look...

14
Quote
I dont think any demo or game, show actually the wme potential.

I'd agree. While some of the games I've played using the WME have been fun to play, they were short and it seem they didn't utilized the WME to any full extent.  :-\


15
Won't implement / Snap closed panels in Projectman
« on: June 28, 2006, 05:37:06 AM »
I'd like to see the game settings and project tree panels capable of being "snapped" closed (or opened) to  afford more space to the "preview" window. Thx.  :)

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