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Messages - Mot

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Game design / Re: Fixed camera angle
« on: February 18, 2019, 08:28:26 AM »
In the case of Resident Evil, I read that back then fixed camera angles were a technical requirement in order to use pre-rendered backgrounds (which allowed for more detail than the 3D models and textures of the time). However, since one can use a specific camera angle to create an effect, to promote a feeling, ... they might have made the best of such requirement.

Game design / Re: Fixed camera angle
« on: February 17, 2019, 10:24:42 AM »
Welcome, teeobi :)

As far as I heard, the remake of Resident Evil 2 doesn't have a fixed camera angle mode - they thought about including it, but later on discarded such feature because it conflicted technically. I guess some fans of the game would have loved it (adding another source of uncertainty). Whereas, other players probably won't miss it, as they prefer to have control over the camera (and not losing sight of the monsters they're fighting, as it could happen if they entered an area with a predetermined camera angle).

Game announcements / Re: Colors On Canvas
« on: January 15, 2019, 09:24:20 PM »
Hi mihaipuiucernea :)

It sounds great! Sure, I would like to test your game.

It sounds great Joseph :)

Game design / Adventure game names
« on: October 21, 2017, 10:08:44 AM »
Hi wintermuties :)

What is your take on names for adventure games? How do you pick one? Are there any guidelines do you think would make your game more attractive, playable, amusing, ... ?

General Discussion / Re: Guess the demographic ...
« on: September 29, 2017, 10:35:38 AM »
I pick 'Bickadoodle' and my guess regarding its audience is those who like stories such as the legend of King Arthur.

Do you think it's possible to hold the audience attention in an adventure game,  that does not involve a dead person?

I guess it depends on the audience.

In any case, there are other motivations other than what you mentioned. For instance, uncovering a mystery, the supernatural, the unknown (especially something not expected), being amused, being involved romantically with someone, ...

You can use practically any resolution. In any case, take into account that the game will be able to run in full-screen only in standard resolutions.

Hey SilverRabbit

In case this piece of information is useful to you ...

1. I'd like to point out that WME scrolls as needed, so it doesn't matter how big the background image is, since it will be scrolled so you can see the scene as the main character moves about.

2. I haven't tested this goodie myself yet, but here's a resolution chooser used in Night in Fog (a WME game by Dendrobats).

Welcome SilverRabbit :)

As far as I know, WME is able to handle everything you mentioned.

I recommend you check the demo (that comes along with WME DK in the folder 'projects\wme_demo_3d\') named: wme_demo_3d.wpr

In addition to WME Resource Center and documentation, this very message board is an incredible source of information.

Game announcements / Re: Silent Footsteps is now released.
« on: September 03, 2017, 12:57:47 AM »
Hej  :)

Congratulations, K. Janeway !!! You did it  :D

Technical forum / Re: Variables lost when saving the game
« on: September 03, 2017, 12:12:12 AM »
Salut ylegrand

I think you misunderstood what Mnemonic wrote.

You can keep the definition of your custom global variable within

Code: WME Script
  1. #include "scripts\"
  3. global Scene;
  4. global Keyboard;
  5. global actor;
  7. global MyCustomVariable;

Then in a script that is executed only once (such as game.script), you give it the initial value:

Code: WME Script
  1. #include "scripts\"
  3. //setting default values
  5. MyCustomVariable=0;

Why should you assign its initial value in a script that is executed only once? Because you don't want to reset its value multiple times (unless that's what you intend), as it would be the case if you initialized it in a frequently called script or in (that is included by default in many scripts).

Does it mean that I need to control the existence of my globales eveywhere I use them in my scripts ?

If you define your global variable within, as you can see above, as long as you include in your scripts this line (which by default comes along in scripts created from a template): #include "scripts\" you can just go ahead and use your custom global variable.

Code: WME Script
  1. #include "scripts\"
  3. ...
  5. MyCustomVariable = somefunction ();
  6. MyCustomVariable = MyCustomVariable + 3;
  8. //The initial value is no longer there, now my custom global variable holds the last value I assigned it

Notice the difference between defining a global variable, initializing a global variable and using such global variable.

Technical forum / Re: Keep ResponsesBox visible during dialogues
« on: August 05, 2017, 09:32:04 AM »
Salut ylegrand :)

If I understood correctly what you're trying to achieve ...

If you're interested in keeping an image/design in the background (for instance, representing a dialogue box) for the duration of a conversation, you could display a window portraying such image/design, and then use the response box on top of it.

Here're a couple of quotes which you may find useful:

Windows have an "InGame" property (you can set it in WindowEdit). The drawing order is:

In-game windows
Response box
Inventory box
Non-in-game windows

If you mark your window as "in game", it will be painted before the inventory box and the response box.

Code: WME Script
  1. SomeWindow.InGame = true; // or set the property in WindowEdit

Game announcements / Re: Demo of my upcoming Silent Footsteps.
« on: July 28, 2017, 01:02:24 PM »
Hej K. Janeway :)

Congratulations on finishing your adventure game !!!

I played the demo to the end and enjoyed it. I got immersed in the atmosphere and the story.

Muchas gracias por compartirlo :)

Foro técnico / Re: Juegos/ejemplos con el código libre.
« on: June 24, 2017, 08:43:59 PM »
En este post encontrarás la dirección de descarga del código fuente de Beyond the Threshold. Si quieres ejecutar el juego, puedes hacerlo cargando el archivo del proyecto en WME Project Manager, y pulsando el comando Run.

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