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Topics - Mac

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Hi guys,

I uploaded my old (but still working) tools "Visual Script Editor" and "Adventure Dialogue Editor" (former "WME Visual Dialogue Editor") to If anyone is interested in them, go and grab 'em there:

Visual Script Editor:
Adventure Dialogue Editor:


Game announcements / Looky - The Adventure Re-Release
« on: April 06, 2019, 12:16:03 AM »
Hi yall,

almost twelve years after its initial release, the classical 2D point and click adventure "Looky - The Adventure" was re-released on Still a freeware game, the included full motion videos were revised and don't need any more external codecs. While the initial release only included the german version of the game, the re-release is now available in english, but unlike the german version without voice overs. What didn't change is the playing time of 5-7 hours, the classical point and click controls and the high resolution graphics with 1024x768 pixels (well, well, in the ancient times that was high resolution and computer screens were nearly quadratical instead of these stretched things nowadays, kids!). The game is now available on Have fun!


Bug reports / Problems with Game.AddResponseOnce()
« on: November 28, 2010, 08:25:39 PM »
Hi guys,

I actually have problems with the use of Game.AddResponseOnce(). Responses declared as "Once" appear to only display once a game. Here's an example of a piece the doesn't work:

Code: [Select]
function Dialog_Bibliothekar()

      // Start of response loop
      var Select0;
      var Loop0 = true;
         if(QuizHalbzeit) Game.AddResponseOnce(0,"Haben sie ein Buch über Kriege und Schlachten?");
         Game.AddResponse(1,"Einen schönen Tag noch.");
         Select0 = Game.GetResponse();
            actor.Talk("Haben sie ein Buch über Kriege und Schlachten?");
            actor.Talk("Einen schönen Tag noch.");
            Loop0 = false;

The variable QuizHalbzeit is true the whole time, but response 0 is only shown one time.
Any ideas someone?


Scripts, plugins, utilities, goodies / MACs WME Visual Dialogue Editor
« on: January 13, 2008, 02:14:46 PM »
Hi community,

SoundGuy's thread reminded me to the dialogue editor I wrote last summer, which I didn't finish completely. I found some time yesterday to finish it and of course you are invited to use it as well.

- Dialogue branches support to make show always/once/once per game work
- Remarks and codelines can be inserted
- Addable conditions to every responseline
- Optional automatic talking of the responselines after clicking
- Conditions for each respond line
- Character lists can be saved for using in different dialogue projects

Download: (Version 1.0)

Have fun and ask here if there are problems. Also feel free to ask for usefull features.


PS: I'd like to try to make a video tutorial for this. Does anyone know a good and free app to record the mouse movements in the window as a video?

Game announcements / Looky - The Adventure (german version) online
« on: June 21, 2007, 11:09:28 PM »

I'm proud to announce the release of the german version of the first half of our point&click adventure game Looky - The Adventure. The international version is still under development, but everyone speaking or understanding german is invited to take a round. The download size of the game is 668mb and it's available here:
Looky Homepage (in the german download section)

With kind regards

Technical forum / Game.PlaySound doesn't work in compiled game
« on: May 31, 2007, 03:42:58 PM »

I just found out that Game.PlaySound() doesn't work in our compiled game. When I run the game from Project Manager everything works fine, but not if compiled. Normally these things turned out to be directory problems in the package files but this time a simple
Code: [Select]
Game.PlaySound("schnakenfalle.ogg");with the file in the root folder of our SoundFX package isn't even working.

Any ideas?

Thanks in advance

Technical forum / Game.PlayMusicChannel behaviour
« on: March 04, 2007, 02:31:36 PM »

I just found out that Game.PlayMusicChannel() is not affected by the global music volume. Is it supposed to always play at 100%? If I do a crossfade between two channels it uses the global music volume as the aim value, but if I play a track with a simple call of Game.PlayMusicChannel (for example after stopping the backround music) it always plays at 100%. Do I have to set the channel volume acoording to the global music volume explicitly after each call of Game.PlayMusicChannel?


Technical forum / Sprite order problems and crashes
« on: February 28, 2007, 03:13:31 PM »

the Beta testing for our game has started and we have some serious problems. First, there are problems with sprite orders in nearly all scenes that have foreground sprites in them. For example we have a bar scene with two foreground sprites. One, for some tables that should be in the foreground and an additional fog sprite. The problem is, that in some cases the actor is in front of the foreground sprites instead of behind. You can enter the scenes ten times and two times of it, the actor is in the front. Does anybody else experienced such a problem?

The second thing is that there are rare crashes when entering some scenes in the game. The involved scripts only contain very basic stuff and it only occurs (like the other problem) sometimes. I tested and tried a lot of thing for some time now, but don't have a clue yet.


Technical forum / Problems with package priorities
« on: February 21, 2007, 08:42:01 PM »

I am working with 2 packages for the localization of our game (german, english). Since I was only working on the german version for a long time I used to set the priority of the german package to 1, the priority of the english package to 0 and everything was working right. Yesterday I swapped the priorities of both packages to have a first glance at the english version. I compiled the game, and afterwards I've set the priorities of both packages to their initial states. But now the priorities are not working anymore. WME only takes the english files, even if the priority of the german package is higher.

Another thing is that the list of plug-ins in the project settings is not visible anymore. I can select the first three lines in the window and I can see the names and details in the field at the bottom. But the descriptions in the list are gone (I think since 1.7). Has anyone else problems with that?

Thanks in advance.


Technical forum / About Game.SetGlobalMusicVolume ...
« on: January 31, 2007, 11:20:30 AM »

is it possible that Game.SetGlobalMusicVolume only affects music channel 0? I use the following code to crossfade my background music and it seems that the new music file (channel 1) plays at 100% volume until the fading is done:
Code: [Select]
Game.PlayMusicChannel(1, "UI_Back.ogg");
 Game.MusicCrossfade(0, 1, CrossfadeSpeed);


Game design / A tune from planet Vermis ...
« on: October 02, 2006, 12:24:59 PM »
Hi guys,

for those who are interested: I was visited by the worm rock band 'Iron Wormson' (or were they called Wormy Maiden ... well I don't know) from planet Vermis last week. They recorded a track in my little music studio that will be featured in our little adventure game 'Looky - The adventure'. It's about the planet Vermis legendary Stormworm, one of the local super heros.
And here it is:
Iron Wormson - Stormworm

Have fun

Feature requests, suggestions / Reversing animation in SpriteEdit
« on: October 02, 2006, 02:37:17 AM »
Hi Mnemonic,

would it be possible to have a button, a keyboard shortcut or a menu entry for reversing the whole animation in SpriteEdit. It is very time intensive to turn a 40 frame animation around by clicking every single frame up and down using the up/down arrow buttons.


By the way: Would it be much work to implement dragging the frames up and down in the frame list with the mouse? I think it would make working with sprite edit MUCH more comfortable.

Technical forum / Problems with substrings
« on: October 02, 2006, 02:19:39 AM »
Hi everyone,

I have some problems with substrings at the moment.

If I use something like
Code: [Select]
var Number=new String("1234");

var Sub=Number.Substr(2,1);
I get 3 as the result, which is right.

But if I use
Code: [Select]
var Number=new String("1234");
var Temp=5678


var Sub=Number.Substr(2,1);
I get "null" as the result.

Is there something wrong with converted string?


Scripts, plugins, utilities, goodies / MACs WME Toolbox
« on: July 24, 2006, 06:45:26 PM »
Hi community,

here's just another app I wrote for myself and as always I share it with you. It's called 'MACs WME Toolbox' and I will collect all small WME utilities I wrote/write in it.

First of all it has a talk table creation tool included (like my old 'Talk Scanner', but with enhanced functionality). You can easily choose what to include in the created CSV table and you are now even able to direcly replace the references with the real lines that are written to the
Besides that it features a funny project statistics generation tool that scans your project for number of images, scripts, sprites and a whole lot of other things.
It supports both english and german language.

Just start the app and try some things out. I think everything is self-explanary and so the usage should be quite easy. If you still need help feel free to ask.

To make this thing work you have to choose the project file (*.wpr) at the top of the app first (it will be stored to windows registry for quick re-use). If you want to direcly translate the references, you have to choose your desired, too. (You find it in the options panel)

Version 0.2 updates:
- NEW:   A scrollable textbox for the statistics
- NEW:   The number of "translated" talk lines in the STRING.TAB is included in the statistics now
- NEW:   checkbox 'Deep Scanning' (statistics): A list of inventory items is included in the statistics
- NEW:   Now the csv table creation works as well for WMEs automated speech system. Just check the concerning checkbox and select a speech folder (works recursevly - so it will search all subdirectories, too)
- NEW:   By default the scanner will ignore commented talklines now. If you want to scan commented lines and areas too, you have to make a check at "Automatic speech file system" in the options panel
- FIX:   Problems with "~" character fixed
- FIX:   Now the script location is saved to the csv table relative to the project directory (It contained the whole path formerly)

So here's the download link: (50kB)

Have fun

Technical forum / Pausing particle emitting
« on: June 10, 2006, 06:38:13 PM »

I am currently testing the WME build-in particle system and I have some problems. Is there a way to stop the generation of particles without pausing or killing the particles that are alive? For example a short steam blow from a pipe that emits for a second. If I use Emitter.Stop() it stops emitting but also kills the smoke that's on screen.


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