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Topics - diegoquarantine

Pages: [1] 2
1
Hi My friends!!


Just wanted to let you know that we are running a Kickstarter campaign to finalize our WME adventure NoseBound.  If any of you would like to pledge that would be awesome. We've been developing this adventure for 5 years from the first draft of the script so you'd really help us give this awesome adventure the closure it deserves.
If you can't pledge, we would always appreciate some sharing on your social network. Thanks!

https://www.kickstarter.com/projects/586242327/nosebound


2

Hi, Ive been trying to make a button on the floating menu, the one that's called with "Esc" by default, to go back to the main menu or main screen of the game in order to star over, Start a new game from scratch. But I keep having crashes.
The button makes a Game.Reset(); and goes to an empty scene that loads the MainScreen.Window.  I don't want to make players quit the game and re-launch in order to start a new game.

I was wondering that this could be done with a hidden "save game" at the start of the game, and make the menu load this save game. But I couldn't figure out how to do it.
Has anyone tried to do this before?. I've searched the forum but hadn't found anything related.

3
WME Lite / IS Ogv Theora supported for WME Lite these days?
« on: November 22, 2014, 04:36:12 AM »

Hi, I've been reading that WME Lite does not support Ogv theora for cutscenes, but they say that they were working on it, and most documentation is from 2 or 3 years back so I was wondering if WME Lite supports video playback of some sort today.

thanks!

4
WME Lite / Building my game on OS X 10.9 with WME Lite
« on: November 21, 2014, 08:51:11 PM »
Hi guys! I need some help with this, I've been developing an adventure in wme for more than a year and I have this first episode almost done. I started some test in order to see if I can make it work on MAC.
So I followed all the steps, download the repo for xcode, installed the dependencies on the dep folder, copied te DCP file and then run the xcode project on the mac. It starts building but it pops an error that I don't have a clue what it is. This is the line marked in red, maybe someone knows what the program is not finding or something.

Code: [Select]
clang: error: no such file or directory: '/Users/macbookapple/Desktop/src/AdActor.cpp'
clang: error: no input files
Code: [Select]
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1
maybe it has something to do with the path were I'm executing or a path that must be updated. Or maybe it has something to do with my Xcode version which is 5.1.1?

5
Hi My friends!!


Just wanted to let you know that we are running a Kickstarter campaign to finalize our WME adventure NoseBound.  If any of you would like to pledge that would be awesome. If you can't we would always appreciate some sharing on your social network. Thanks!
https://www.kickstarter.com/projects/586242327/nosebound


6

Hi,
We have our game in the final stages of bug fixing and detail tweaking.  So we need to start porting it to Mac, IOS and Android. Being most important the MAc and IOS releases.
We don't have much idea on how to do this and we prefer to focus our energy on the second episode of the game than dealing with something we don't know.
The game is fully 2D, the only big challenge we face is video playback, which is not supported by WMElite apparently. So we're going to have to think of a work around or maybe develop this area ourselves. One idea is to convert all cutscenes to scripted scenes with sprites with animated frames, which is going to make the game much heavier in terms of disk space. The oter is to completely change the style to something more comic book and release a different version of the game for mobile platforms. Something I would really not like to do.
But apart from that, I think the process will be straight forward.
The game size is 650mb - full 2D - and in 1280x720 -
Interested developers contact me by PM for more details and start budgeting a Quote for the job.
Thanks!
DM.

7
HELLO EVERYONE!!
Here am I in the great adventure of making a video game. A bit burn out but so far so good. The vital signs still normal.  ::rock

Ok. I'm in beta with my game and while I find a solution for other bugs, I'm trying to make an APK of my game to try if we can make it work in an android device. 
I followed every step from the documentation.  http://res.dead-code.org/doku.php/wmelite:building
And I released a small android game made in other engine before so I understand some of the process. like building and signing, But I never used Eclipse before.

I'm trying to import the precompiled project from the sources. I placed my game files in the Assets/raw folder and edited the manifest and other .java files. 
The project loads but with under the name of "SDLActivity" and it says it has path issues so it wont compile until I fix this. I´m sure I'm missing to replace the name project somewhere, but I double checked the list and I couldn't find it.

1- Description   Resource   Path   Location   Type
Project 'SDLActivity' is missing required source folder: 'gen'   SDLActivity      Build path   Build Path Problem
2 - Description   Resource   Path   Location   Type
The project cannot be built until build path errors are resolved   SDLActivity      Unknown   Java Problem
3- Description   Resource   Path   Location   Type
Unable to resolve target 'android-12'   SDLActivity      Unknown   Android Target Problem

Any Ideas? someone managed to get through this?. THANKSS!  ::wave

8

Hello everyone!. I've been thinking about this for some time now but can't think of any way right now to start with this.
I want to load a few animations of the main character doing some funny things like smoking a cigarette or something for when you stop playing for a moment.
The thing is that I can't think of a good way to count seconds for that to happen. I don't know if I should test the movement of the cursor and then if not moving start counting or something like that.
Have someone did something like this before?
Can anyone point me in the right direction?.

Thank you!!  ::slug

PS: Sorry for my English, it's not my natural language.

9
Game announcements / NoseBound - A Noir adventure game in black and white.
« on: September 12, 2013, 05:14:24 AM »
NoseBound is an adventure game that proposes an entangling detective story. By combining entertaining puzzles and dramatic scenes of action, the game sinks the player in a charmed, churned circle of deception, noire ambiance and a very peculiar opponent.


Check it out and please UpVote!! Wink
http://steamcommunity.com/sharedfiles/filedetails/?id=173370935

10

Hello everyone. First of all, just to be clear:  wintermute rules!

Now, with that being said. I wanted to post a problem to see if anyone can help me with this one. I´m making an adventure in wme, and I´m using 2D sprite characters. The game resolution is at 1280x720 so characters go around 600 x 400 aprox. They need a big area to be able to move around, pick up things, fire weapons or die. I´m using alpha channels with them, and animations have an average of 20 frames per animation, per direction.
So the thing is that when I have 1 actor and 1 or 2 extras, that have limited movement, I have no problem, but when I needed to put on the scene 2 full actors on 8 directions, the debugging consolos prints an error of frames not being loaded and then when the game loads, the second character is at half of its animations.

How can I improve this?. I would love to use 3D realtime characters, but I couldn´t understand how to make them work so I started working with sprites.
I tried shrinking the sprites resolutions and scale the sprite by code to compensate, and you gain some memory but still is not enough.
Using the 1 bit magenta channel as alpha is more optimized than using the 8 bit alpha channel from the PNG files? or is it the same.
Thanks!
 

11
Technical forum / IsAnimPlaying and 2Dactor. Is this possible?
« on: February 28, 2013, 08:53:10 PM »

Hi, I need if my 2D actor is playing an anim in order to load a transition between anims or not. I read that the method "IsAnimPlaying" is intended for this, but apparently is only for 3D actors.
Is there another method of similar function or another way around this?.
Thanks!

12
Technical forum / Supported Events list.
« on: December 30, 2012, 08:45:03 PM »

I couldn´t find on the documentation nor in forum topics a list of the supported Events that we can use.

Is there a list of the supported events that we can use?. I mean without making custom ones (something that I don´t know how to do yet).  ´

All the { On "..........." };

13
Technical forum / How do you Stop an object from Scrolling?
« on: December 29, 2012, 04:21:09 AM »

Hi, I wanted to know if there is a special command to stop a particular object from scrolling, when the rest of the scene does. I made a "vignette" window effect for a moment in particular of my game and this object shouldn´t scroll with the rest of the scene. I can´t find a way to do this.
I tried.

Code: [Select]
Noise2.ScrollSpeedX = 0;
Noise2.ScrollToAsync (11, 15);

but nothing.

14
Technical forum / Talking region entities?
« on: December 22, 2012, 08:10:24 PM »
I´ve been trying to make a region entity Talk. (Like the audio of a tape recorder or a conversation over the phone). But, although the code seems to be fine, nothing happens. I found in the fourm that this same thread has been posted in the past. But the solution for it is now outdated. I wonder if anyone knows how to do this or if the only way would be to create an invisible actor or a transparent sprite entity.

Code: [Select]
if(StateTheOffice==null)
{
  StateTheOffice.Visited = false;
  // add scene states here
  Sleep(1000);
  actor.SkipTo(226, 435);
  actor.Active = false;
  actor.PlayAnim("actors\Ray2D\dd\talk.sprite");
  actor.Talk("Who´s disturbing my rest at this hour?");
  phone.Talk("I´m sorry Mr. Hammond, I´m desperate, my wife has been taken");
  actor.GoTo (502, 450);
  actor.Talk ("I hate to be disturbed at this time in the night, but this smells really bad.");
  actor.Talk ("So let´s find her, and see what´s behind the curtain");
  actor.Active = true;
}

15
Technical forum / Learning scripting == actor.hasitem(item)
« on: December 22, 2012, 06:23:37 AM »
Hi, I´m new in this engine and I already love it. It´s incredible how much you can do with so little.
Anyway, I´m learning the basic stuff of scripting usage and I can´t get right a simple item check. I want to check items before letting the actor leave the room. Here is the code. If anyone can tell me where I´m wrong here I would be very happy!.

Code: [Select]
on "LeftClick"

{
  actor.GoToObject(this);
 
}

if (actor.HasItem("gun"))
{
 Game.ChangeScene("scenes\OfficeHallway\OfficeHallway.scene");
}

else
{
  actor.TurnTo(DI_LEFT);
  actor.Talk("I can´t get out without my basic stuff.");
}


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