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Topics - Schnuffel

Pages: [1]
1
Technical forum / Savegame thumbnails
« on: March 08, 2008, 12:16:05 PM »
I have savegame thumbnails activated for my project, and it works like a charm with one exception. When you overwrite a previous savegame everything but the thumbnail is updated. The thumbnail retains the old image no matter how often you save over it. However, if the game is restarted (i.e. quit and started up again) the correct thumbnails are there. Is there some caching going on that I need to deactivate?

I'm using static controls for the thumbnails and fill them with via savegame:x. As the savegames are in a scrolling list and the static controls are updated perfectly while scrolling, I don't think that this is the problem:
Code: [Select]
thumb = self.GetControl("thumbnail_" + (i+1));
thumb.SetImage("savegame:" + (ScrollOffset+i));

I tried the Game.StoreSaveThumbnail() and Game.DeleteSaveThumbnail() methods, but they don't fix the caching problem.

How can I deactive the cache or reload the thumbnails everytime the save / load screen pops up?

2
Help wanted and offered / Betatesters / proof readers needed
« on: February 22, 2008, 10:08:09 PM »
Hi,

my game Dirty Split is 100% playable now and voice actors are just waiting for the script.
But as English isn't my first language there are probably many awkward sentences and word combinations, so I'd love to have some native speakers read over the dialog.

Also, would anyone like to help me with playtesting and looking for errors (technical or logical)?

- Uwe

3
Fixed / TTF problem
« on: December 17, 2007, 08:51:55 PM »
This is strange: I wanted to grey out or "soft delete" dialog responses that have already been used, so I assigned a different font to them - and WME kept crashing on me. So I tried my code on the wme_demo and it boils down to some TrueType issue, I think.
Take the 'oldguy' entity in the wme_demo, for example:

Code: [Select]
// fill the response box
Game.AddResponse(0, Responses[0], null, null, null, "fonts\truetype.font");
Game.AddResponse(1, Responses[1]);
Game.AddResponse(2, Responses[2]);
Game.AddResponse(3, Responses[3]);

This works fine. Then I added the font parameter to the second response, too:

Code: [Select]
// fill the response box
Game.AddResponse(0, Responses[0], null, null, null, "fonts\truetype.font");
Game.AddResponse(1, Responses[1], null, null, null, "fonts\truetype.font");
Game.AddResponse(2, Responses[2]);
Game.AddResponse(3, Responses[3]);

Now when you select the first response, WME will crash. This only happens on the first response, though, only with truetype fonts, and only if a TTF is assigned to any other response except (or besided) the first one.

Took me 3 hours to realize :-\

4
Game announcements / Dirty Split - Announcement (image heavy)
« on: December 13, 2007, 01:06:12 PM »
Hello muties,

I'd like to announce my work on Dirty Split, a detective story set in the early 60ies. Alan Baxter, a private investigator, is commissioned to investigate the murder of a plastic surgeon. A prime suspect is soon found and everything seems to fall in place, but somehow there seems to be a lot more to the story...

Inspired by the work of Josh Agle a.k.a. SHAG this game tries to revive the buzzing and stylish life in the 60ies. And to be fun to play along the way :)
The game will be released on my website for free download, and maybe also in an extended full speech version + extras on CD at cost price (depending on how well it is received).

Screenshots:


Key features:

  • surprising original plot
  • resolution of 800 x 600 (with a couple of scrolling screens)
  • about 23 screens
  • 19 interactive characters
  • german and english version

Actually, I'm looking for a talented music composer to lend the game some catchy tunes that fit the style of the era. Something jazzy, funky, classy, yet unobtrusive. Think 'Ocean's Eleven', Nicola Conte, Ursula 1000 or Pink Martini, for example.

- Uwe

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