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Messages - odnorf

Pages: 1 2 3 [4] 5 6 ... 97
46
Technical forum / Re: Advice about usage feature(s)?
« on: October 09, 2012, 08:32:41 AM »
Stats is the easy part of what you want to do. It just requires simple scripting. Fighting is possible but that's not why wme was designed for so it will be more difficult. For example it doesn't have collision detection for the characters so you'll have to fake it yourself through scripting & regions.

47
General Discussion / Re: 3D Characters - Making and Importing
« on: October 09, 2012, 08:28:06 AM »
Unity is a perfect engine but it's not exactly designed for 2.5D point & click adventures. Wintermute is a much better choice for a one man adventure project.

As for the resources, documentation in the installer and wiki are the only ones I know of but they offer a very good understanding of the engine.

48
Technical forum / Re: vsync issue
« on: September 25, 2012, 08:29:34 AM »
I'm afraid you'll have to do some testing but you won't need to redo graphics for it. Just use the frames you currently have and start with 15 frames.

As a desperate measure there is a third party mod of wme which ads the ability to disable v-sync through scripting. But using this version has some differences. It's LGPL only so you'll need to comply with it (please ask if you need for info), it's not as tested as official version and last we offer no support for it in those forums (you'll have to ask the developer of this version if you get a problem not available in official wme).

49
Technical forum / Re: vsync issue
« on: September 25, 2012, 12:55:10 AM »
Unfortunately this is caused by the many frames of the character and the difference of monitor's speed (60hz usually) and delay (40ms) of your frames. It's a known issue for 2D graphics when v-sync is enabled (not related to wme). Check the paragraph V-Sync of this page. Yes I know it mentions video but it's valid for moving 2D. You either have to remove many of the character frames or instruct the players to disable v-sync. Best option would be if you could disable v-sync through scripting which is not possible in current wme. But even that wouldn't be a universal solution as gpu drivers have options to always have v-sync no matter what a game asks.

50
General Discussion / Re: Please support Vampires! on Steam Greenlight
« on: September 24, 2012, 08:10:55 AM »
Was this game made with Wintermute?

No. It's real time 3D and it's using Unity.

51
There is already an english thread.

52
Technical forum / Re: subtitles for video.ogv, right syntax?
« on: September 16, 2012, 07:13:22 PM »
To save some time you can use the excellent Subtitle Edit editor. Just make sure you save as "MicroDVD" format.

53
Technical forum / Re: How to open a clean new project?
« on: September 12, 2012, 06:00:33 PM »
All definition files are simple text files. You can create them from scratch if you like.

54
Technical forum / Re: About selling game
« on: September 08, 2012, 10:37:43 AM »
1) No. Although using WME logo somewhere in-game and letting the "about" tab in settings window would be nice.

2) Not for the windows version. For multiplatform WME Lite you'll have to buy a BASS license.

55
WME Lite / Re: Additional Platforms?
« on: August 31, 2012, 10:48:44 PM »
I'm afraid I can't help with the real question of the topic but I can address a few points raised.

WME Lite, itself, however is a much more manageable target and has better licensing for mobile development (there is still lots of vagueness as to what is allowed and required in terms of fulfilling source code requirements, as you cannot usefully provide source via app stores).

You don't have to provide sources through the same way (the app stores you mentioned) to comply with GPL (scummvm license). Any way is acceptable. Of course unless the app stores or the SDK prohibits the use of GPL (like nintendo SDKs).

Aside from that, I am interested in creating new content using WME; ScummVM is specifically not designed for that (they even mention it on their FAQ).

This is a very often asked feature for scummvm and this port will provide exactly that. Support for new content. Scummvm wiki says so. Implementation in scummvm will recognize new & unknown wme games that follow certain criteria. Adding official support for them should be pretty easy (as long as there are no bugs in the implementation ofc).

56
Technical forum / Re: Hi! I'm new... and lost.
« on: August 21, 2012, 12:52:44 AM »
Hi and welcome.

By "tutorial" I guess you mean the one in the documentation. There are no visual tutorials (videos or similar) but there is the excellent WME book online by metamorphium. It's a long read but it will help you learn a lot of things and it will also teach you scripting logic.

57
Technical forum / Re: Multiple of the same actors issue
« on: August 19, 2012, 11:21:16 AM »
Best solution is to upload the sources of a little project.

58
Game announcements / Re: Face Noir
« on: August 03, 2012, 02:19:18 PM »
Congrats!  ::rock Looking forward for the english version.

59
Software and games / Re: Day One: a new Kickstarter by Pendulo Studios
« on: August 01, 2012, 01:08:02 PM »
I don't think 300K are a lot for crowdfunding, especially for a well known developer. Look what plenty of other projects have achieved. Maybe adventure players have already spend a lot of money already on other similar campaigns, maybe pendulo hasn't advertised it that good, maybe the timing is wrong. In any case it's too bad. I like pendulo's turn into more serious-themed adventures.

60
Technical forum / Re: Coming back to WME (well trying)
« on: July 31, 2012, 03:22:08 AM »
I can't offer ready to use code but I can confirm it should be easy to create such a pie menu in wme. All you need to do is check the coordinates of where the player clicks, the coordinates of where the cursor is now and then use very simple maths to find the angle and perform an action based on that.

As for the line, wme doesn't offer vector shapes but you can do it by using sprite rotating & scaling (check entity object in the docs).

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