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Messages - odnorf

Pages: 1 2 [3] 4 5 ... 97
31
Technical forum / Re: Resolution problem
« on: June 13, 2013, 09:26:52 PM »
It's not monitor related. It's the gpu drivers. Most well known gpu manufacturers have driver settings to deal with those things and automatically do not allow the stretching of images (as they should).

32
Technical forum / Re: Brighten part of the scene
« on: February 23, 2013, 05:44:53 PM »
There is this flashlight script. The light follows the cursor but you can easily change that to character position (check Update() function call in flashlight.script as it says in the instructions).

33
Technical forum / Re: Invalid Images with PNG
« on: February 22, 2013, 12:25:06 AM »
Thank you both! I wandered if it was path issues... or something along those lines. I will have to have a look when I get a minute.
I have placed it in the 'sprites' folder. I was wandering, once you have compiled a sprite, do you need all the pngs (outputted frames from another program) in the same folder as the sprite?

Basically those pngs are elements from which the sprite is created - does the sprite itself need to call those files in the same folder the sprite itself is located?

Thanks,

Yes, you still need the PNGs (in whichever path you had them first). Sprite files (and all wme definition files) are text files with links to graphic files (png, tga, etc) and additional settings (all those things you set in sprite editor).

34
Technical forum / Re: Invalid Images with PNG
« on: February 21, 2013, 10:28:31 AM »
That's weird. You can try export the PNGs from another application in case they are somehow corrupted. Transparency shouldn't cause any issues. If nothing works please upload the PNGs and the sprite file you have generated.

35
Game announcements / Re: Lucine
« on: January 14, 2013, 09:48:30 PM »
That looks nice. Never heard of it before. Do you have a publishing deal (considering it's near completion) or you have just started exploring the possibilities?

36
Community bulletin board / Re: WME is 10 today!
« on: January 12, 2013, 09:26:17 PM »
It was indeed an amazing journey so far. Happy birthday dear WME.

37
Technical forum / Re: Supported Events list.
« on: January 06, 2013, 10:32:58 PM »
Starting from scratch to make something in WME in not the best way to accomplish anything I'm afraid. Especially if you lack basic understanding of the engine (like what a method is).  I suggest to first follow in detail every step in WME Online Book and then try to make something.

38
Technical forum / Re: Supported Events list.
« on: December 30, 2012, 09:54:47 PM »
Of course they are in the documentation. In every object page there is a list of methods, attributes and events.

39
WME has a scripting language of course. Please check the documentation and you'll find the details there.

As long as you can export/print to pdf you should be able to save the book into pdf manually. It all depends on your browser and software of your computer.

40
Wintermute doesn't use LUA.

WME online book doesn't come in a print-friendly format. It's available only online. Of course it's possible to print every page manually.

41
Technical forum / Re: White spots/pixels on character edges
« on: December 02, 2012, 11:45:51 AM »
The article is correct although wording is a bit strange. To say it simpler even the transparent pixels in a PNG has a color value. Most of the programs (if not all of them) use white as color value for those pixels. I don't know if that's part of the PNG specs or programs do it to produce smaller PNGs as having the same color everywhere is easily compressible data.

The issue with GPU scaling (wme and most engines use) is that for anti-aliasing reasons it blends the edges of the file which includes those transparent (white) pixels and so you get the white artifacts.

What the document suggests is adding more pixels around your graphic files but not 100% transparent (so they don't get white when saved) but 99%. The color of those pixels should be the same as the border of your character. This way the image will be blend with those pixels and not with the white ones.

The way this guy does it is by duplicating the character layer below the character and blurring it just a little bit.

42
Technical forum / Re: I need help with a few effects.
« on: October 21, 2012, 11:57:53 AM »
It can be done with 3d character but you will need good shader but from I know wintermute doesn't have any shaders.

Of course wme supports shaders for 3D characters.

43
Technical forum / Re: I need help with a few effects.
« on: October 17, 2012, 10:53:25 PM »
Hi

WME doesn't have full screen shaders so you can't do what you are asking natively. It's possible to create a plugin that does that (it's been done for another commercial adventure).

As for 2 I can't help you because I don't use 3D characters.

44
I hope you understand we can't help you with making an unofficial translation of a copyrighted (although freeware) game. Personally I have no issues with it but unfortunately those forums are not for this as it's considered illegal (stupidly imo but my opinion on the matter still doesn't matter). I'd try to contact the authors of the game and ask them to help them create an official translation. It should be very easy for them to compile the game again.

45
Game announcements / Re: Reversion - The Escape for iOs
« on: October 09, 2012, 10:46:26 PM »
Congratulations on the release.

About the sources, it's up to you. WME Lite license (MIT) doesn't require to share the changes but it would be nice if you do so. Especially if you use the same permissive license. A diff should be ok I guess. You can also go to wme lite website and add an issue as a patch including the code.

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