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Messages - diegoquarantine

Pages: 1 2 [3] 4
31
Oh. That memory. Yeah it figures, I have 2GB. I was eating it all I suppose.  Well I have to be more  careful.

I chopped down the transparency margins of each frame and I got rid of the "global" shadow, which was the main reason for that transparency, It looked really cool, but too expensive. And Cut down animation lengths to 5 to 10 frames aprox. Now the game loads much faster and If I manage the same specs I can load 3 full characters in the same scene!. Animation looks kind of choppy for my taste, but I think players are going to live with that.

To be sure of one more thing. The game only retains in memory the main actor and the items collected right?.  From scene to scene, everything else gets washed out?

32
Thanks Mnemonic!

Yes I know there´s a limit in memory but I didn´t know how to calculate that usage.  Thanks for that.

So I did that calculation, and my main character has more or less 800 frames at 640 x 400 pixels.
That´s why it looks so good in motion. But, if I get your calculation right, I should multiply  640X400 then X4 and then X800 frames. Which would be 819200000 bytes, which according to a google translator of digital storage this would be 0.75Gb of memory.
Is this right?.

And if it is, I know that allocating almost 1 gigabyte on the main character is insane, but anyway, how is it that the game prints an out of memory error when I´m testing in a 16gb pc?.

Thanks!!!!.

33

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!
 

34
Technical forum / Re: IsAnimPlaying and 2Dactor. Is this possible?
« on: March 14, 2013, 05:22:06 AM »


 Oh yeah, I didn´t thought of that. This will help a lot. Thanks.

35
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!

36
Technical forum / Re: I love "wintermute"
« on: February 27, 2013, 05:13:13 AM »
Agree on this Thread!. I´ve been bouncing around for years trying different engines that could develop an adventure game like the ones we all enjoyed when we were kids, but flexible enough to use the advantages of actual technology to look more appealing to younger audiences.

I found all of this in Wintermute.

And localization!!! I was amazed on how easy was to completely localize my game in two different languages. 

Its great to see some people using this engine these days too! learning from the forum posts, It started to scare me the fact that every time I read some discussion of a problem I run into, it was from 2003 or 2005.   :o

Let´s keep it up guys!!
I Love Wintermute too!
Thanks Mnemonic for the hard work and all the guys that wrote all the documentation and the book online.

37
Scripts, plugins, utilities, goodies / Re: MACs WME Visual Dialogue Editor
« on: February 27, 2013, 01:03:08 AM »

Hi Guys, I know this post is really old, maybe you´re all dead by now. But I was wondering if Mac could upload his Dialogue Editor again. I´d love to try it out. I think it could save me a lot of time in my game.

Thanks!!
Wintermute Rules!

38
Technical forum / Re: Supported Events list.
« on: January 06, 2013, 10:11:27 PM »

Thanks for the responses. But I´m still a little lost. I´v been able to make a lot of things with my game but complex stuff keeps being unreachable for the moment.
I´m not a programmer per se, I´m more of an artist and in the past I´ve been using Game maker and Construct to make my games. In those engines you have pre-programmed events and conditions.
Like for instance; "On every tick" , "on x milliseconds" "on each", and of course all mouse and keyboard conditions. I don´t know how to replicate this kind of condition on WME.
And I still don´t understand what are "Methods" for. I read all about them but I don´t get it yet.
I guess I will keep bouncing my head over the wall a few more times to see if knowledge gets through! haha. Thanks for the help!

39
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 "..........." };

40
Technical forum / Re: How do you Stop an object from Scrolling?
« on: December 30, 2012, 03:36:14 PM »
Yeah, that worked thanks!!

41
Technical forum / Re: How do you Stop an object from Scrolling?
« on: December 29, 2012, 04:31:49 AM »
I also tried to put the effect on another layer but when I do that its like the mouse cursor wont detect any region of the main layer.

42
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.

43
Technical forum / Re: Talking region entities?
« on: December 23, 2012, 05:02:37 PM »
I found what whas happening.  I wanted to make the character inactive but I was using Actor.Active. instead of GameInteractive Now it works fine.
The problem with the animation is that I wanted to spawn an animation of the character holding the phone, but apparently if the animation is in loop, the script can´t get out of the loop. I don´t know how to do this. I deleted the line and the normal animation of talk is loaded automatically.
It´s not what I wanted but pretty close.

Code: [Select]
if(StateTheOffice==null)
{
  StateTheOffice.Visited = false;
  // add scene states here
  Game.Interactive = false;
  var phonecall = Scene.GetNode("phonecall");
  phonecall.SetFont("fonts\chaparral.font");
  actor.SkipTo(226, 435);
  actor.Talk("Who´s disturbing my rest at this hour?");
  phonecall.Talk("I´m sorry Mr. Hammond, I´m desperate, my wife has been taken");
  actor.Talk ("Who is this?");
  actor.GoTo (502, 450);
  actor.Direction = DI_DOWN;
  actor.Talk ("I hate to be disturbed at this time in the night, but this smells really bad.");
  Game.Interactive = true;
 
  }

44
Technical forum / Re: Talking region entities?
« on: December 23, 2012, 01:37:04 PM »

I see.
I tried it but didn´t work.

The only line I see excecuting of this piece of code is this:

actor.PlayAnim("actors\Ray2D\dd\talk.sprite");

I don´t have a clue of what I´m doing wrong here. Thanks for the help!!

45
Technical forum / Re: Talking region entities?
« on: December 23, 2012, 12:57:09 AM »
Hi, thanks, I did that, I found the same line in another thread related to this subject. Now the sequence is almost working, but not entirely. The main actor skips all the lines and executes only the last "talk". { actor.Talk ("So let´s find her, and see what´s behind the curtin"); } He doesn´t excecute the first two lines and the GOTO order.
This is what I got now.

Code: [Select]
if(!StateTheOffice.Visited)
{
  StateTheOffice.Visited = true;
  var phonecall = Scene.GetNode("phonecall");
  phonecall.SetFont("fonts\chaparral.font");
  actor.Active = false;
  actor.SkipTo(226, 435);
  actor.PlayAnim("actors\Ray2D\dd\talk.sprite");
  actor.Talk("Who´s disturbing my rest at this hour?");
  phonecall.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 curtin");
  actor.Active = true;

  // this is our first visit in this scene...
}

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