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Topics - Art

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Won't implement / Make project portable to flash
« on: January 15, 2009, 02:55:15 PM »
Hello everybody,
Have not been here for a while, glad to see that project is alive and moves on!

At this moment I have an idea of making some 2D or 2.5D game, and I remmembered my positives from using WME. But in new projects i need to meet two benefits:

First one is - game should be online. So client software can connect to and authorise on server, and locations should be shared between players who are also online at this moment. Cause of engine became open source I can assume - it can be done by adding our own network-code and features.

Second one is - game should be flash. WME has great opportuninies in building and scripting scenes. If these scenes could be "executed" in other "player", not only in "exe" like now, but also in "swf", which reads data from server - in would be fantastic. I think such feature would be much more then in demand. But in this case i can asume - it's too hard to implement. I've searched for something like this in web - but seems there is nothing yet done.

Could WME owners comment these two questions, or may be some one could tell me about existing alternatives?

Thanks lots!

Game announcements / Parrot Kesha in world of tales project
« on: May 30, 2006, 04:19:44 PM »
Hi everybody!

I'm glad to introduce our debut game to you. It a 2-D adventure for kids which is done by license from A. Kurlyandsky - a famous russian writter of stories for children. The game was released in march of 2006 and is published by Akella: one of biggest russian game publisher and developer.

It took more then year for us to develop this game.

All information about our studio and described game including screenshots you can find at our site:

I'd like to thank Mnemonic for great engine and all WME community for instant helping while some little questions or problems occured during developing the game. Mnemonic, wish you good luck with evaluting WME more and more :) I really think that success of WME is not only a technical solution's success. It's also your personal great human skills, which allowed to found all we see here :) You rock man ::rock :) Good luck and good luck again :)

Arthur Khachaturov
Origames Studio Lead

[edited] game was released in march not in may of 2006 ::)

Technical forum / Different inventories for different actors
« on: April 06, 2006, 02:18:55 PM »
Sorry for may be lame question, but i really could not get result myself, and did not find any help on forum.

So i have a classic problem. There are two main actors on my game. I change between them pretty well by updating Game.MainObj property. But, I also want these actors to have different inventories. I tried to use following code:
Code: [Select]
spirit.TakeItem( "astral_tele" );
Game.LOG( spirit.HasItem( "astral_tele" ) );
Game.LOG( Game.IsItemTaken( "astral_tele" ) );
Game.TakeItem( "astral_zre" );

What i get:
astral_tele - is taked, as show LOG functions, but i can't see it in inventory
astral_zre - is also taked (globally), and i can see it in inventory, but the problem is - it was not taked by exact actor.

Technical forum / Disable, but not hide item in inventory
« on: April 06, 2006, 12:12:41 PM »
Is there any way to disable item in inventory from selecting?

I tried folowing code, but it does not work:
Code: [Select]
var i = Game.GetItem( "astral_zre" );
i.Interactive = false;
i.Active = false;

Just nothing happens...

Technical forum / Hide entity from cursor hovering
« on: April 05, 2006, 01:20:12 PM »
Hi all

I've an non-typical problem:

I've some items on my scene, which should not look like interactive, but should interact like interactive.
I'll explain in more detail. For example, there is an entity on my scene. I want to make it look just like any other non-interactive piece of scene, so cursors should not become hover, when, they are about this entity. But if i click on this entity even with some item, script should catch it.

"Non interactive" feature - does not work, because in this case entity catchs only usual mouse clicks, and it's very important for me to catch item clicks also.

Any ideas, WME gurus? :)

Technical forum / Actor walking
« on: March 07, 2006, 12:02:52 PM »
I have a question:
It seems to me, that after i prepare actor's walk animation and actor is walking on the scene, it take a little bit more delta, then it's set in walk animation sprite. May me some constant (about 2-3 pixels more) made by engine.
If so, can i turn off it, and make my actor move only on deltas i've put in the walk sprite animation?

Technical forum / Screen post processing
« on: February 28, 2006, 01:04:25 PM »
Hi all.
Sorry for may be lame question, i did not really researched this before posting this topic, hope you'll let me know if i really should or should not do it.

I'd like to make some post processing for the final picture, rendered by the engine.
I know there is a plugin system.
So can i using it post-process the picture of the game in hole as bitmap?
I need to add some special effect like white noise or may be degradation.

And if so, how much PC resources will it take?

May be you have any other (than using plugin system) sugessions?

Hi all.
I have implemented menu, changed loading and saving options. And now, when for example i load game, after loading process returns into the loading window. It is not closing automatically, so i have to push ESC twice, to return into main menu first and then - into the game.
What can it be? I cannot find any difference in call logic with tutorial example. May be some window option ?
I really cannot find it

Technical forum / Saving and loading takes too looooong
« on: January 10, 2006, 01:23:57 PM »
Hi all. I'm preparing release of a game. And i've got a problem. After going through the game, saving and loading takes more and more time. For example one of our testers says that it takes 19!!! minutes to save and 4!! to load.
This happens after you get 6th level. If i force game to start from 6th level at once, saving and loading is ok.
What can it be? May be with time engine saves to much information? If so is there any way to reset (forget) games states when new level is started ???
Any ideas ? ???

Technical forum / Currently selected item in inventory
« on: December 18, 2005, 07:08:04 PM »

Is there any way to get index of the item, which is first in inventory box right now?
I'd like to hide prev and next buttons from inventory box, when it's not possible to scroll more left or right.

Thanks in advance..

Technical forum / Skip video by ESC, not by leftclick
« on: December 05, 2005, 10:51:10 AM »
is it possible to override ?

Technical forum / Override item selection event
« on: December 04, 2005, 03:06:23 PM »
Is there any way to catch moment when user selects item from inventory?
There are some items in my game, which are not really usual item. Item is really some hint. So i want to display a picture everytime user clicks on item in inventory, and not to select it as ActiveItem.
How can i deal with it?
I tries to add "LeftClick" event into item script, but i guess it did not work... ???

Technical forum / Precache music file
« on: November 23, 2005, 09:40:34 PM »
Is there any way to precache entire music file, like LoadSound function ?

I use Game.PlayMusic() method to play music in my game, but when i change scene, if loading takes a little bit long - fewlast seconds of music loop, and then, after scene is loaded - it becomes ok....

I'd like to avoid this "effect" :)

Technical forum / Unpack package
« on: November 19, 2005, 09:53:39 AM »
Is there any way to unpack package into sources ? :-\

Technical forum / E_INVALIDARG error with OGG file
« on: July 21, 2005, 08:05:40 AM »
Hi. I've got error messages like

10:49: Error loading sound 'scenes\01_kvartira\02_hall\vovka\02\vovka_smack.ogg'
       returned: E_INVALIDARG
10:49: Error loading sound 'scenes\01_kvartira\02_hall\vovka\02\vovka_smack.ogg'.

when starting game. I've installed last patch 1.4.1.

On my notebook everythink works fine. There is ver 1.4.1 on it too.

All ogg files result in same error.
Here is a sample OGG:

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