Please login or register.

Login with username, password and session length
Advanced search  

News:

Forum rules - please read before posting, it can save you a lot of time.

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.

Messages - diegoquarantine

Pages: [1] 2 3 4
1
Hi My friends!!


Just wanted to let you know that we are running a Kickstarter campaign to finalize our WME adventure NoseBound.  If any of you would like to pledge that would be awesome. We've been developing this adventure for 5 years from the first draft of the script so you'd really help us give this awesome adventure the closure it deserves.
If you can't pledge, we would always appreciate some sharing on your social network. Thanks!

https://www.kickstarter.com/projects/586242327/nosebound


2
Ok I solved this one. With a little guidance from J.U.L.I.A. creators, I managed to create a "new game" session within the session and without quiting the application, using hidden savegames. when you first launch the "new game" button on the menu, the first thing it does is to save in the slot 11. (we have 10 available slots in the load/save menus) so this slots remains hidden from the menus. Then if you want to re-start the game and all its variables you just simply go to the menu and hit "new game" this time, the button will check if this is your first time, if not, it will load slot 11.

This method proved to work much better than the Game.Reset(); I hope it helps.

3

Hi, Ive been trying to make a button on the floating menu, the one that's called with "Esc" by default, to go back to the main menu or main screen of the game in order to star over, Start a new game from scratch. But I keep having crashes.
The button makes a Game.Reset(); and goes to an empty scene that loads the MainScreen.Window.  I don't want to make players quit the game and re-launch in order to start a new game.

I was wondering that this could be done with a hidden "save game" at the start of the game, and make the menu load this save game. But I couldn't figure out how to do it.
Has anyone tried to do this before?. I've searched the forum but hadn't found anything related.

4
Scripts, plugins, utilities, goodies / Re: Custom hotspots system
« on: November 27, 2014, 10:27:52 PM »
I was looking a way to do this and I was thinking of something just like this! Thanks!!

5
Yeah, and in some cases it won't work either. It's something I wanted to try because the regular way of including the fonts in the game folder doesn't work. When you play the game on a machine that has not installed the fonts they wont load, no matter if they are called from the "/fonts" local folder. Installing them on windows, on some machines work, but after a reboot. Have you encountered this problem with your projects?.

Regarding the crash, is really weird, I've tested this demo in more than 30 different pc rigs with no problems, aside from the fonts issue. But I had a few online users that reported crashes during cutscenes, but they were using Pentium 4 or celeron machines with 1GB ram so I figure that they don't have enough power to decode Ogv theora in HD.

6
WME Lite / Re: IS Ogv Theora supported for WME Lite these days?
« on: November 26, 2014, 06:55:06 AM »

Ok, in order to keep this forum live, I will have to keep answering my own posts.

Yes! Ogv theora is supported now, this is good news. for some reason it didn't play the audio of the cutscenes when I run the game on an iPad simulator, but at least they are running. It's the same video than in the PC version so maybe they will need a more brute compression for an iPad.

7

weird.
Can you describe your PC Rig please?.

Also, you didn't touch anything right? you just left the video play and then run time error.
Does it ends the video? do you remember some specific moment for it to crash?

thanks

8

 Could you be more specific? Are you talking about the opening cutscene or the one at the end of the Demo?.

9
WME Lite / Re: Building my game on OS X 10.9 with WME Lite
« on: November 22, 2014, 06:01:59 PM »
 If I comment the line
Code: [Select]
setlocale(LC_CTYPE, "");on "platformSDL.cpp" the code compiles up to 90% and then this happens:

Code: [Select]
Undefined symbols for architecture i386:
  "_SDL_AllocFormat", referenced from:
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_ConvertSurface", referenced from:
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_CreateRGBSurface", referenced from:
      CBFontTT::RenderTextToTexture(std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> > const&, int, TTextAlign, int, int&) in BFontTT.o
      CBRenderSDL::TakeScreenshot() in BRenderSDL.o
      GlyphInfo::SetGlyphImage(unsigned long, unsigned long, unsigned long, unsigned char*) in FontGlyphCache.o
  "_SDL_CreateRGBSurfaceFrom", referenced from:
      CBSurfaceSDL::Create(char*, bool, unsigned char, unsigned char, unsigned char, int, bool) in BSurfaceSDL.o
  "_SDL_CreateRenderer", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
  "_SDL_CreateTexture", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
      CBSurfaceSDL::Create(int, int) in BSurfaceSDL.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_CreateTextureFromSurface", referenced from:
      CBSurfaceSDL::Create(char*, bool, unsigned char, unsigned char, unsigned char, int, bool) in BSurfaceSDL.o
      CBSurfaceSDL::CreateFromSDLSurface(SDL_Surface*) in BSurfaceSDL.o
  "_SDL_CreateWindow", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
  "_SDL_Delay", referenced from:
      CBPlatform::SleepMs(unsigned int) in PlatformSDL.o
  "_SDL_DestroyRenderer", referenced from:
      CBRenderSDL::~CBRenderSDL() in BRenderSDL.o
  "_SDL_DestroyTexture", referenced from:
      CBRenderSDL::~CBRenderSDL() in BRenderSDL.o
      CBSurfaceSDL::~CBSurfaceSDL() in BSurfaceSDL.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_DestroyWindow", referenced from:
      CBRenderSDL::~CBRenderSDL() in BRenderSDL.o
  "_SDL_FreeFormat", referenced from:
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_FreeSurface", referenced from:
      CBFontTT::RenderTextToTexture(std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> > const&, int, TTextAlign, int, int&) in BFontTT.o
      CBSurfaceSDL::Create(char*, bool, unsigned char, unsigned char, unsigned char, int, bool) in BSurfaceSDL.o
      GlyphInfo::SetGlyphImage(unsigned long, unsigned long, unsigned long, unsigned char*) in FontGlyphCache.o
      GlyphInfo::~GlyphInfo() in FontGlyphCache.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_GL_SetAttribute", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
  "_SDL_GetColorKey", referenced from:
      CBSurfaceSDL::GenAlphaMask(SDL_Surface*) in BSurfaceSDL.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_GetCurrentDisplayMode", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
  "_SDL_GetDisplayMode", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
  "_SDL_GetKeyboardState", referenced from:
      CBKeyboardState::ScCallMethod(CScScript*, CScStack*, CScStack*, char*) in BKeyboardState.o
  "_SDL_GetModState", referenced from:
      CBKeyboardState::IsControlDown() in BKeyboardState.o
      CBKeyboardState::IsAltDown() in BKeyboardState.o
      CBKeyboardState::IsShiftDown() in BKeyboardState.o
  "_SDL_GetMouseState", referenced from:
      CBPlatform::GetCursorPos(tagPOINT*) in PlatformSDL.o
  "_SDL_GetNumDisplayModes", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
  "_SDL_GetPlatform", referenced from:
      CBPlatform::GetPlatformName() in PlatformSDL.o
  "_SDL_GetRGB", referenced from:
      CBSurfaceSDL::GenAlphaMask(SDL_Surface*) in BSurfaceSDL.o
  "_SDL_GetRGBA", referenced from:
      CBSurfaceSDL::GenAlphaMask(SDL_Surface*) in BSurfaceSDL.o
  "_SDL_GetRendererInfo", referenced from:
      CBRenderSDL::GetName() in BRenderSDL.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_GetScancodeFromKey", referenced from:
      CBKeyboardState::ScCallMethod(CScScript*, CScStack*, CScStack*, char*) in BKeyboardState.o
  "_SDL_GetSurfaceAlphaMod", referenced from:
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_GetSurfaceBlendMode", referenced from:
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_GetSurfaceColorMod", referenced from:
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_GetTicks", referenced from:
      CBPlatform::GetTime() in PlatformSDL.o
  "_SDL_Init", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
  "_SDL_LockSurface", referenced from:
      CBFontTT::RenderTextToTexture(std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> > const&, int, TTextAlign, int, int&) in BFontTT.o
      CBSurfaceSDL::GenAlphaMask(SDL_Surface*) in BSurfaceSDL.o
      GlyphInfo::SetGlyphImage(unsigned long, unsigned long, unsigned long, unsigned char*) in FontGlyphCache.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_LockTexture", referenced from:
      CBSurfaceSDL::FillTexture(void const*, int, CBSurfaceSDL*) in BSurfaceSDL.o
  "_SDL_MapRGB", referenced from:
      CBSurfaceSDL::Create(char*, bool, unsigned char, unsigned char, unsigned char, int, bool) in BSurfaceSDL.o
  "_SDL_MapRGBA", referenced from:
      CBFontTT::RenderTextToTexture(std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> > const&, int, TTextAlign, int, int&) in BFontTT.o
      GlyphInfo::SetGlyphImage(unsigned long, unsigned long, unsigned long, unsigned char*) in FontGlyphCache.o
  "_SDL_PollEvent", referenced from:
      CBPlatform::MessageLoop() in PlatformSDL.o
  "_SDL_QueryTexture", referenced from:
      CBSurfaceSDL::IsTransparentAt(int, int) in BSurfaceSDL.o
      CBSurfaceSDL::IsTransparentAtLite(int, int) in BSurfaceSDL.o
      CBSurfaceSDL::GetAlphaAt(int, int) in BSurfaceSDL.o
  "_SDL_Quit", referenced from:
      CBRenderSDL::~CBRenderSDL() in BRenderSDL.o
  "_SDL_RenderClear", referenced from:
      CBRenderSDL::Fill(unsigned char, unsigned char, unsigned char, tagRECT*) in BRenderSDL.o
  "_SDL_RenderCopy", referenced from:
      CBRenderSDL::SendRenderingHintSceneComplete() in BRenderSDL.o
      CBSurfaceSDL::DrawSprite(int, int, tagRECT*, float, float, unsigned int, bool, TSpriteBlendMode, bool, bool, int, int, int, int, float) in BSurfaceSDL.o
  "_SDL_RenderCopyEx", referenced from:
      CBSurfaceSDL::DrawSprite(int, int, tagRECT*, float, float, unsigned int, bool, TSpriteBlendMode, bool, bool, int, int, int, int, float) in BSurfaceSDL.o
  "_SDL_RenderDrawLine", referenced from:
      CBRenderSDL::DrawLine(int, int, int, int, unsigned int) in BRenderSDL.o
  "_SDL_RenderFillRect", referenced from:
      CBRenderSDL::FadeToColor(unsigned int, tagRECT*) in BRenderSDL.o
  "_SDL_RenderGetViewport", referenced from:
      CBRenderSDL::ModTargetRect(SDL_Rect*) in BRenderSDL.o
      CBRenderSDL::TakeScreenshot() in BRenderSDL.o
  "_SDL_RenderPresent", referenced from:
      CBRenderSDL::Flip() in BRenderSDL.o
  "_SDL_RenderReadPixels", referenced from:
      CBRenderSDL::TakeScreenshot() in BRenderSDL.o
  "_SDL_RenderSetViewport", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
      CBRenderSDL::SendRenderingHintSceneComplete() in BRenderSDL.o
      CBRenderSDL::EraseBackground() in BRenderSDL.o
      CBRenderSDL::SetViewport(int, int, int, int) in BRenderSDL.o
  "_SDL_SetColorKey", referenced from:
      CBSurfaceSDL::Create(char*, bool, unsigned char, unsigned char, unsigned char, int, bool) in BSurfaceSDL.o
  "_SDL_SetError", referenced from:
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_SetHint", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
      CBSurfaceSDL::Create(char*, bool, unsigned char, unsigned char, unsigned char, int, bool) in BSurfaceSDL.o
  "_SDL_SetRenderDrawBlendMode", referenced from:
      CBRenderSDL::FadeToColor(unsigned int, tagRECT*) in BRenderSDL.o
      CBRenderSDL::DrawLine(int, int, int, int, unsigned int) in BRenderSDL.o
  "_SDL_SetRenderDrawColor", referenced from:
      CBRenderSDL::Fill(unsigned char, unsigned char, unsigned char, tagRECT*) in BRenderSDL.o
      CBRenderSDL::FadeToColor(unsigned int, tagRECT*) in BRenderSDL.o
      CBRenderSDL::DrawLine(int, int, int, int, unsigned int) in BRenderSDL.o
  "_SDL_SetRenderTarget", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
      CBRenderSDL::SendRenderingHintSceneComplete() in BRenderSDL.o
      CBRenderSDL::EraseBackground() in BRenderSDL.o
  "_SDL_SetTextureAlphaMod", referenced from:
      CBSurfaceSDL::DrawSprite(int, int, tagRECT*, float, float, unsigned int, bool, TSpriteBlendMode, bool, bool, int, int, int, int, float) in BSurfaceSDL.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_SetTextureBlendMode", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
      CBSurfaceSDL::DrawSprite(int, int, tagRECT*, float, float, unsigned int, bool, TSpriteBlendMode, bool, bool, int, int, int, int, float) in BSurfaceSDL.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_SetTextureColorMod", referenced from:
      CBSurfaceSDL::DrawSprite(int, int, tagRECT*, float, float, unsigned int, bool, TSpriteBlendMode, bool, bool, int, int, int, int, float) in BSurfaceSDL.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_SetWindowDisplayMode", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
  "_SDL_SetWindowFullscreen", referenced from:
      CBRenderSDL::SwitchFullscreen() in BRenderSDL.o
  "_SDL_SetWindowTitle", referenced from:
      CBGame::SetWindowTitle() in BGame.o
  "_SDL_ShowCursor", referenced from:
      CBRenderSDL::InitRenderer(int, int, bool, float, float, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) in BRenderSDL.o
      CBPlatform::HandleEvent(SDL_Event*) in PlatformSDL.o
      CBPlatform::SDLEventWatcher(void*, SDL_Event*) in PlatformSDL.o
  "_SDL_UnlockSurface", referenced from:
      CBFontTT::RenderTextToTexture(std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> > const&, int, TTextAlign, int, int&) in BFontTT.o
      CBSurfaceSDL::GenAlphaMask(SDL_Surface*) in BSurfaceSDL.o
      GlyphInfo::SetGlyphImage(unsigned long, unsigned long, unsigned long, unsigned char*) in FontGlyphCache.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_UnlockTexture", referenced from:
      CBSurfaceSDL::FillTexture(void const*, int, CBSurfaceSDL*) in BSurfaceSDL.o
  "_SDL_UpdateTexture", referenced from:
      CBSurfaceSDL::FillTexture(void const*, int, CBSurfaceSDL*) in BSurfaceSDL.o
      SdlUtil::CreateTextureFromSurface(SDL_Renderer*, SDL_Surface*) in SdlUtil.o
  "_SDL_WarpMouseInWindow", referenced from:
      CBPlatform::SetCursorPos(int, int) in PlatformSDL.o
  "std::string::find(char const*, unsigned long) const", referenced from:
      Iex::throwErrnoExc(std::string const&, int) in libfreeimage.a(IexThrowErrnoExc.o-i386)
  "std::string::find(std::string const&, unsigned long) const", referenced from:
      _write_iptc_profile in libfreeimage.a(IPTC.o-i386)
  "std::string::rfind(char, unsigned long) const", referenced from:
      Imf::ChannelList::layers(std::set<std::string, std::less<std::string>, std::allocator<std::string> >&) const in libfreeimage.a(ImfChannelList.o-i386)
  "std::string::substr(unsigned long, unsigned long) const", referenced from:
      _write_iptc_profile in libfreeimage.a(IPTC.o-i386)
  "std::string::compare(std::string const&) const", referenced from:
      std::_Rb_tree<std::string, std::pair<std::string const, FITAG*>, std::_Select1st<std::pair<std::string const, FITAG*> >, std::less<std::string>, std::allocator<std::pair<std::string const, FITAG*> > >::find(std::string const&) in libfreeimage.a(BitmapAccess.o-i386)
      std::_Rb_tree<std::string, std::pair<std::string const, FITAG*>, std::_Select1st<std::pair<std::string const, FITAG*> >, std::less<std::string>, std::allocator<std::pair<std::string const, FITAG*> > >::lower_bound(std::string const&) in libfreeimage.a(BitmapAccess.o-i386)
      std::_Rb_tree<std::string, std::pair<std::string const, FITAG*>, std::_Select1st<std::pair<std::string const, FITAG*> >, std::less<std::string>, std::allocator<std::pair<std::string const, FITAG*> > >::upper_bound(std::string const&) in libfreeimage.a(BitmapAccess.o-i386)
      std::_Rb_tree<std::string, std::pair<std::string const, FITAG*>, std::_Select1st<std::pair<std::string const, FITAG*> >, std::less<std::string>, std::allocator<std::pair<std::string const, FITAG*> > >::_M_insert(std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::pair<std::string const, FITAG*> const&) in libfreeimage.a(BitmapAccess.o-i386)
      std::_Rb_tree<std::string, std::pair<std::string const, FITAG*>, std::_Select1st<std::pair<std::string const, FITAG*> >, std::less<std::string>, std::allocator<std::pair<std::string const, FITAG*> > >::insert_unique(std::pair<std::string const, FITAG*> const&) in libfreeimage.a(BitmapAccess.o-i386)
      std::_Rb_tree<std::string, std::pair<std::string const, FITAG*>, std::_Select1st<std::pair<std::string const, FITAG*> >, std::less<std::string>, std::allocator<std::pair<std::string const, FITAG*> > >::insert_unique(std::_Rb_tree_iterator<std::pair<std::string const, FITAG*> >, std::pair<std::string const, FITAG*> const&) in libfreeimage.a(BitmapAccess.o-i386)
      std::map<std::string, FITAG*, std::less<std::string>, std::allocator<std::pair<std::string const, FITAG*> > >::operator[](std::string const&) in libfreeimage.a(BitmapAccess.o-i386)
     
      ...
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Showing first 200 notices only
It's longer but I pasted just a fraction of it.

10
WME Lite / Re: Building my game on OS X 10.9 with WME Lite
« on: November 22, 2014, 05:41:32 PM »
Well, this folder issue was solved. I thought each folder for each platform was an independent compartment, so that's why I moved only the XCode folder to the Mac, Now I downloaded on the mac the entire repo and set up the xcode folder according to the documentation, and it started to compile.
It reaches 20% and then this issue appeared. 
Code: [Select]
#include "SDL.h" not found.

It can't find sdl.h, but lookin at the struture, this is part of the framework on the dependencies folder. So I took a guess and copy all the SDL's to the SRC folder on the root and recompile.

This time it reached 50% and stopped with another error.

a semantic issue on "platformSDL.cpp"

a use of undeclared identifier "LC_CTYPE" looking at the script, sounds like an undeclared variable. Any ideas?.

11
WME Lite / Re: Problem compiling for Android. SDL2/SDL.h Not found
« on: November 22, 2014, 09:18:04 AM »

Hi! I'm having this very same error but I'm trying to compile the Xcode build on a mac. It highlights the line

Code: [Select]
#include "SDL.h" not found.

12
WME Lite / Re: Building my game on OS X 10.9 with WME Lite
« on: November 22, 2014, 07:39:02 AM »
I think I know what this is, I copied only the Xcode folder to the Mac and the xcode project needs the Src folder with all the game classes. Will try again and see what happens.

13
WME Lite / IS Ogv Theora supported for WME Lite these days?
« on: November 22, 2014, 04:36:12 AM »

Hi, I've been reading that WME Lite does not support Ogv theora for cutscenes, but they say that they were working on it, and most documentation is from 2 or 3 years back so I was wondering if WME Lite supports video playback of some sort today.

thanks!

14
WME Lite / Building my game on OS X 10.9 with WME Lite
« on: November 21, 2014, 08:51:11 PM »
Hi guys! I need some help with this, I've been developing an adventure in wme for more than a year and I have this first episode almost done. I started some test in order to see if I can make it work on MAC.
So I followed all the steps, download the repo for xcode, installed the dependencies on the dep folder, copied te DCP file and then run the xcode project on the mac. It starts building but it pops an error that I don't have a clue what it is. This is the line marked in red, maybe someone knows what the program is not finding or something.

Code: [Select]
clang: error: no such file or directory: '/Users/macbookapple/Desktop/src/AdActor.cpp'
clang: error: no input files
Code: [Select]
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1
maybe it has something to do with the path were I'm executing or a path that must be updated. Or maybe it has something to do with my Xcode version which is 5.1.1?

15
Hi My friends!!


Just wanted to let you know that we are running a Kickstarter campaign to finalize our WME adventure NoseBound.  If any of you would like to pledge that would be awesome. If you can't we would always appreciate some sharing on your social network. Thanks!
https://www.kickstarter.com/projects/586242327/nosebound


Pages: [1] 2 3 4

Page created in 0.02 seconds with 23 queries.