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Messages - goldenTouch

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16
Thank you for voting.

Quote
I opened the link but I found no info about what "Spare Time Gaming" will be. Are you going to be a game publisher or you'll be promoting free games?

Vins, we are establishing a company that will make commercial computer games.
We are currently working on the game "Pennyless" (working title), which is an adventure game. And to keep costs down we found that WME was a very good tool for creating such a game.
Later on we will also be making other kinds of games.

My personal hopes for this company is that we will be able to attract the best people to make games that will top the lists.
Maybe I should create another poll called "Where will Spare Time Gaming be in 5 years"?  8)

17
Sorry for not responding to this thread in a while.
Thank you all for contributing!

I was hoping that even more members would participate so that we could have a draw for these prizes, but if there are no replies in a week or two, we will lock this thread and select 5 winners which will be announced here.

The winners will then need to send their mailing address to our email address, but that will be explained in more detail later.

18
Thank you for your feedback so far.
I will let this post be running for about a month I think - unless the activity is extraordinary high, in which case it will be longer.

Everybody's opinion is welcome!  8)

19
We are deciding on which logo to use in our new company, Spare Time Gaming.
You can get a little bit of information at www.sparetimegaming.com.

We would like you to help us choose a logo.
The criteria for the logo is

1. Uniqueness - which logo stands out most?
2. Recognizability - which logo would be easiest recognized if we did nothing but display the logo?
3. Design - which logo has the best design?

From everybody who votes, we will draw 5 winners that will each get a free copy of our game in progress, Pennyless (Working Title), as well as a free copy of the movie "Dark Rising" by Defiant Empire that will be released shortly.

We're looking forward to your votes.  :)
Also, make sure you comment on why you chose the logo you did - if not we will not be able to draw you as the winner (since we do not know which members votes what).

Here are the 4 alternatives:

Logo1:

Logo2:

Logo3:

Logo4:

20
Technical forum / Re: Use inventory on entity region
« on: March 04, 2007, 02:34:45 PM »
Yes, the other events work.
But none of the Inventory items work.
I can get inventory items to work on other inventory items, but that's it.
I also tried using the on "Axe" on other entity regions, but no luck.

I have no other regions or entities named window or anything similar.
There are also no regions or entities in front of that window (or behind).

21
Technical forum / Re: Use inventory on entity region
« on: March 04, 2007, 02:22:55 PM »
Right.. I removed it to test with the other script.
But the on "book" event does not work either.
And the on "Axe" did not work when it was there.

So... like you say: Everything looks like it should work, but somewhere there is something wrong. Or else it would work.

22
Technical forum / Use inventory on entity region
« on: March 04, 2007, 01:57:48 PM »
Hi,

I read about this in another post, but the problem I have is that even though I'm certain that I do the right thing, it gets wrong.
So maybe I shouldn't be so certain after all?

Anyway, I want to use an Axe on a window. The Axe is an inventory item.
The window is an entity region. In the window object, I have the on "Axe" event. That didn't work, so I tried using an on "window" event in the Axe-script. No change. How should I get the actor to say something when I use the axe on the window.

Axe details (before I pick it up, and add it to inventory):
name: Axe
caption: Axe
item: axe

Axe inventory item details:
Code: [Select]
ITEM
{
   CURSOR_COMBINED = FALSE
   CAPTION = "Axe"
   NAME = "Axe"
   IMAGE = "scenes\Benjamin's Room\graphics\Item - Axe.png"
   CURSOR = "items\Axe.sprite"
   CURSOR_HOVER = "items\Axe.sprite"
   SCRIPT = "items\axe.script"
}

Axe script as referenced in the ITEM part (note that the on "book" part actually works).:
Code: [Select]
#include "scripts\base.inc"

////////////////////////////////////////////////////////////////////////////////
on "Take"
{
  Game.SelectedItem = "Axe";
}

on "book"
{
  actor.Talk("Used book.");
}

on "window"
{
  actor.Talk("Used axe on window.");
}

////////////////////////////////////////////////////////////////////////////////
//on "event"
//{
//  ...
//}

Window script (everything works except on "Axe" and on "book"):
Code: [Select]
#include "scripts\base.inc"

global WinCaption;
global StateRoom;

////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  actor.Talk("I'm going to miss this view.");
}


////////////////////////////////////////////////////////////////////////////////
on "Use"
{
  actor.GoToObject(this);
  actor.Talk("Either it's stuck or I'm too...");
  actor.Talk("It's stuck.");
}


////////////////////////////////////////////////////////////////////////////////
on "Talk"
{
  actor.GoToObject(this);
  actor.Talk("Hey! Anybody out there?");
  actor.Talk("No.");
  actor.Talk("I'm relieved. For a second there I thought I was being watched.");
 
}


////////////////////////////////////////////////////////////////////////////////

on "book"
{
actor.Talk("Book used.");
}

on "CustomUse" {

WinCaption.Text = "Open window";

} // end CustomUse


////////////////////////////////////////////////////////////////////////////////
//function GoToObject()
//{
//  actor.GoTo(200, 200);
//  actor.TurnTo(DI_UP);
//}

According to the documentation and the examples I've seen in the forum the on "Axe" event in the window script should work.
Why doesn't it?

Best regards,

Anders Petterøe

23
We have gotten pretty far on this game with the attitude of keeping our ROI (Return On Investment) as high as possible by keeping costs as low as possible. So far, everyone on the team has agreed to share the profits. And we do have outstanding quality on our team members.

We are still looking for a character designer/animator and we need to get one fast.
If you believe you posess the qualities we're looking for, you may contact us at staff@sparetimegaming.com. You may also post a reply to this thread.

Here are a couple of working screenshots:



Benjamin's Room



The Beach

All content copyright of Spare Time GamingTM

So far, the team consists of

Daniel Thomas - Lead Background Artist
Brigitte Kingsley - Actor, casting (www.defiantfilms.com)
Thomas King - Story & Puzzle Designer
Anders Petterøe - Story & Puzzle Designer, programmer

Read a little bit more on www.sparetimegaming.com (however, not much information to find yet).
Remember - we seek a character designer/animator with high qualities to join the team for profit sharing.
What we expect to make is based on extremely careful estimates, and we have team members not listed here that will be assisting us in achieving our goals.

Anders Petterøe

24
Technical forum / Is there a Cutscene function in WME?
« on: February 14, 2007, 10:41:24 PM »
First of all - I searched the forums, but since I'm the uncrowned king of poor searching, I didn't find anything.  :-\

I have recently gone over from the AGS engine to the WME engine, and I am looking for a similar "StartCutscene" function or event.
Does this exist in WME, or are only regular functions used?

I believe the idea with the StartCutscene-function in AGS was that the player could not skip talking lines with a mouse-click, but had to use a predefined "skip-button".

Of course, you could always implement this into any function in WME, but if there's an already existing method that does this it would be great to know about.  ::)

25
Technical forum / Re: Inventory Item not Visible
« on: February 14, 2007, 10:32:18 PM »
Thank you. I got it now.  :)

26
Technical forum / Re: Inventory Item not Visible
« on: February 14, 2007, 08:39:48 PM »
I'm having the same problem - only I'm not sure how this works.
For now, I'm using the default inventory image that comes with WME.

One of the inventory items is the default "book".
Another one is something I call "Axe". This image is 65x75.

What do I need to do with the inventory definition file?
What values should I use?

It appears that my inventory items are not displayed for the same reasons as the last person, but I may be wrong.

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