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Messages - Mot

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Quote from: Mnemonic
Packages are special files containing game resources in a compressed form (similar to zip archives). Once you compile your game, you can choose to store all the resources in one or more packages. Why to have multiple packages? There are many reasons ...

Click here to learn more about it
Click here to learn about everything Wintermute

Foro técnico / Re: Que son los packages o pack, como descargo o creo uno?.
« on: December 09, 2021, 06:05:47 PM »
Hola niccx :)

Un package (o paquete) es un archivo comprimido que contiene varios o todos los recursos del juego (imágenes, sonido, etc.). Cuando hayas terminado de crear tu juego y te propongas distribuirlo, al compilarlo, se crearán tantos archivos paquete como hayas elegido en un inicio.

Podría ser útil crear más de un paquete, por ejemplo, si creas un juego en varios idiomas y das la opción a los jugadores de descargarse específicamente el audio del idioma en el que estén interesados (y no todos). Al crear un paquete para cada idioma, puedes reducir el tamaño de lo que se vayan a descargar.

Al inicio de esta historia ...

Tras crear un nuevo proyecto en ProjectMan, hay un solo paquete llamado "data". Para crear un nuevo paquete (además de data), click derecho en algún espacio en blanco dentro del panel árbol del proyecto. Del menú que aparece selecciona "Create folder".

Esto creará una nueva carpeta al mismo nivel que "data". Click derecho sobre esta nueva carpeta y selecciona "Promote to package". A partir de este momento, esta carpeta funcionará como un nuevo paquete.

Este nuevo paquete puede contener subcarpetas, archivos, etc. Tras compilar el juego, verás dos archivos paquete, el paquete básico "data", y el nuevo.

Si seleccionas un paquete en el árbol del proyecto, puedes ajustar sus propiedades en el panel propiedades, incluyendo el orden de prioridad.

Por si ayuda ...

Jose tradujo al español gran parte de la documentación y el libro de WME. Y aquí encontrarás la versión traducida de la wiki.

Recently I installed Wintermute Engine Development Kit in my GNU/Linux machine (by means of Wine 5.0) and I was nicely surprised to see that everything worked: every tool and every demo (including those with 3D features).

I also tested several games made with WME (The White Chamber, Kulivočko, and James Peris) and they all worked nicely - no apparent lag, loss of graphic quality or bug.

As far as I read, these are the operating systems for which Wine provides binary packages: Android, Ubuntu, Debian, Fedora, macOS, Suse, Slackware and FreeBSD. It can also be built from source.

Notes (after installing Wine):

(1) Wine comes with its own variant of DirectX, so there's no need to install native DirectX (in fact, they recommend not to). I didn't.

(2) I installed .NET Framework 2.0 (as suggested by Wintermute installer). Apparently Wine also comes with its own version (of .NET), but since Wintermute is working this way ...

(3) Wine does not sandbox malware. If you use Wine, you should be careful about which Windows programs you pick (in order to avoid installing malware). Never run Wine as root (not even sudo). Never. There's no need for it under any circumstance.

Wine (originally an acronym for "Wine Is Not an Emulator") is a compatibility layer capable of running Windows applications on several POSIX-compliant operating systems, such as GNU/Linux, macOS, and BSD.

Instead of simulating internal Windows logic like a virtual machine or emulator, Wine translates Windows API calls into POSIX calls on-the-fly, eliminating the performance and memory penalties of other methods, and allowing to integrate Windows applications into the desktop.

Hey Cliff :)

It's great you found an answer to this puzzle !!

Half way down this page, you'll find more information relevant to this situation.

Quote from: metamorphium
there are two ways, how to approach inventory – Global (one inventory for the whole game) and Actor based – each actor has their own inventory

Game announcements / Re: Chaos Realm
« on: October 08, 2020, 02:00:31 PM »
Heeey Chaos

Nice to see it :D

Scripts, plugins, utilities, goodies / Re: Sunny Demo
« on: August 08, 2020, 06:51:57 AM »
Use monkey-wrench with links

Ta-da !! They work again :D

Link to the compiled exe:

Link to the sources:

Community bulletin board / Re: Tutorials and Capabilities
« on: April 19, 2020, 05:02:00 PM »
Hey pumkinswift  :)

Yep, in my opinion, one could use wme to do that style of game. In any case, as you're better acquainted with what you're looking for, I recommend you check some of the games that have been developed using wme.

Here's the Game Announcements section of Wintermute Engine's forum.

Here's the list of games listed in Wintermute Engine Resource Center.

As for learning resources, you have:

(1) WME documentation

(2) WME's book

(3) WME Resource Center

(4) Along with this very forum (which is a source of knowledge conveyed by lots and lots of developers over the years)

Heeey Francisco

It sounds great. It looks amazing. Congratulations on your work !!!  :D

Snažíš se vytvořit instalační/distribuční soubor? Pokud ano, můžeš použít externí program. Vyjmut ze zprávy The Starving Developer's Quickstart Guide:

Quote from: Orange Brat
Inno Setup -
CreateInstall - version
Molebox - non extracting file packer

Tvůj Windows operační systém může mít jeden.

Poznámka: Nepoužil jsem žádné, takže nevím, co je dobré.

Příklad extrahovaný z demo (..\WME DevKit\projects\wme_demo\wme_demo.wpr):

(1) ..\data\scenes\room\scr\book.script

Code: WME Script
  1. on "Take"
  2. {
  4. ...
  6.   // hide the book entity and place "book" item into the inventory
  7.   Game.TakeItem("book");
  8.   var EntBook = Scene.GetNode("book");
  9.   EntBook.Active = false;
  11. ...

(2) ..\data\scenes\room\scr\desk.script

Code: WME Script
  1. on "book"
  2. {
  4. ...
  6.   // show the book entity again and remove "book" item from the inventory
  7.   Game.DropItem("book");
  8.   var EntBook = Scene.GetNode("book");
  9.   EntBook.Active = true;
  11. ...

Technické fórum / Re: Jak na déšt?
« on: March 31, 2019, 01:48:58 AM »
Už to mám.

Krok 1

Otevřete tento soubor: ..\tvůj_hra\data\particles\particles.script

Přidat tento řádek Emit.UseRegion = true; jako v následujícím příkladu:

Code: WME Script
  1. method MakeRain()
  2. {
  4.   var Emit = this.ParticleEmitter;
  6.   Emit.UseRegion = true;

Krok 2

Otevřete ..\tvůj_hra\data\scenes\tvůj_scéna\tvůj_scéna.scene

Změnit rozměry "Emitter" region entity (déšť se objeví pouze uvnitř tohoto obdélníku).

Děkuji moc za tvůj příspěvek !!! :D

Technické fórum / Re: Jak na déšt?
« on: March 25, 2019, 03:39:35 PM »
Pokusil jsi změnit pozici uzlu ("Emitter" region entity) v seznamu uzlů, nebo změnit uzel na jinou vrstvu?

Technické fórum / Re: Jak na déšt?
« on: March 25, 2019, 12:22:22 PM »
Vodítko (Step 2: Scene entities od tutoriálu "Scene creation step by step"):

The order of the nodes is very important. It tells the engine in what order it should draw the scene elements (nodes at the top of the list are being drawn first).

Technické fórum / Re: Jak na déšt?
« on: March 24, 2019, 09:29:42 PM »
Krok 1

Zkopíruj a vlož tuto složku:  ..\wme_particles\data\particles >>> ..\tvůj_hra\data\particles

Krok 2

Najdi tento soubor: ..\tvůj_hra\data\scenes\tvůj_scéna\scr\scene_init.script

a přidej tyto řádky:

Code: WME Script
  1. // Rain
  2. var Ent = Scene.GetNode("Emitter");
  3. Ent.MakeRain();

Krok 3

Ve tvůj_scéna.scene, přidej region entity (není interaktivní; Name: Emitter)

a připoj tento skript: ..\tvůj_hra\data\particles\particles.script

EDIT: Podrobné vysvětlení k tomuto tématu naleznete v dokumentaci.

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