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Messages - Spellbreaker

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346
Technical forum / Re: FIRST PERSON ADVENTURE
« on: September 24, 2008, 02:50:00 PM »
Tip for Lightguns:

ACtually, you CAN use Lightguns with a little plugin you have to develope. Actually, even in 3D games, the Light gun operates like this:

When pulling the trigger, The screen goes totally black for a ms, and all "shootable" targets are white. So the Light gun simply recognizes that. If you want that a crosshair moves when moving the light gun, you have to get a lightgun with motion sensor. Then you have to calibrate it before game starts ( normally you have to shoot two edges and the center of your screen once ).

Now all you have to do is to pass the target information via plugin to the Driver of the Lightgun :)

But it's some work :D

Sincerly,

Spellbreaker

347
Help wanted and offered / Re: Finding graphic artists
« on: September 21, 2008, 09:10:11 AM »
Wow :) Your Style would be awesome to create a comicstyle horror-adventure....Thumbs up :)

348
General Discussion / Re: Adventure games live! Azada: Ancient Magic
« on: September 19, 2008, 07:03:02 PM »
Matter of taste. It sold quite good, thats the point

349
Technical forum / Re: Would this be a good engine for an Hidden Object Game?
« on: September 19, 2008, 05:18:08 PM »
Ahhh okay :)

350
General Discussion / Re: Adventure games live! Azada: Ancient Magic
« on: September 19, 2008, 03:42:44 PM »
Theres no doubt about it, Adventures even sell good without mini Games in it. ( At least here in Germany ). Best examples from the last Years:
Secret Files 1/2, Nibiru, Art of Murder, and then there where none .... I guess I forgot some, but these are the games I really liked.

351
Technical forum / Re: Would this be a good engine for an Hidden Object Game?
« on: September 19, 2008, 03:40:35 PM »
Whats a Hidden Object Game?

352
Help wanted and offered / Offering free Development of your Game!
« on: September 05, 2008, 06:46:17 PM »
Hello!

I am originally a C++ Developer, just started using Wintermute ( and love it of course ). If you need a developer for your Project, or you need a specific plugin for your Game, feel free to contact me. It's free of course, credits would be nice :)

Sincerly,

Spellbreaker

353
Technical forum / Re: Installation problems on creating a game for Vista
« on: September 05, 2008, 05:02:31 PM »
I just can tell you that I am using Inno Setup for years now, for installing Visual Basic and C++ Software. It's the best thing you can get, it also now features a download option, so that you can publish a small installer which downloads only the content needed ( interesting for games in different languages for example ).

Its "best choice" :)

354
Technical forum / Re: Trying to understand packages..
« on: September 02, 2008, 11:11:55 AM »
Why would you create hundreds of packages? Normally you use few. For example you can have a scenes package, some different language packages, and some additional packages like patches, or additional game-chapters.

355
Help wanted and offered / GFX Artist for 2D Backgrounds wanted
« on: September 01, 2008, 07:22:12 PM »
Hello!

Our Project is in development awhile, and we are still searching for someone who wants to work on 2D Backgrounds. Here you'll see how the Style of the images _should_ be. If you have another style, we can talk about it of course:






It will be a 2.5D Point'n'Click Adventure in a Fantasy / SciFi Setting.

This Project will be a free Game, so I cannot really pay much for your work, we have to talk about that.

So, if you want to contact me, write me a PN here, or answer to this thread, I'll contact you then :)


Sincerly,

Nico Blanke
Apeiron Studios

356
General Discussion / Re: Соотно
« on: September 01, 2008, 02:39:27 PM »
Widescreen is not yet supported, will come with the next update if I remember correctly. So normal behavior is: If you have a 4:3 Game on a 16:9 Screen, it will be streched. Better Screens have an option to have 4:3 mode, so you will have black bars on the left and right screen.

About Question two, I don't know, but I think its quite  useless, but who knows.


357
Technical forum / Re: Character Stats?
« on: September 01, 2008, 02:31:13 PM »
simpliest way is to create a "scene" for the creation screen. Then you can do some clickable objects like + and - for example for changing the attributes. In the script you can then increas or decrease these values, and store them in a global array, "attributes" would be a good name :)

It will be saved automatically for load/savegame

358
Technical forum / Re: Actor turn relative to mouse pointer
« on: August 28, 2008, 07:41:58 PM »
It is possible. You have to calculate where the "head is", and get a pixel as hotspot, and then calculate in a loop how far away in x and y the pointer is. Then start the movement you'd like. Don't know if this is a good idea at all, because if you have other animations you have to make sure that the "movement" does not happen while sitting down, or while walking.

359
Lol I had a saved game that I was loading up forcing the engine to use the old code and graphics!!!! :P

Cheers ::beer
Myles Blasonato

Thats normal behavior since it's something like a "dump", including some scripts, so you shouldnt use savegames in active developent, because if you edited a script, then load a saved game, the old script ( stored in the saved game ) will be used

360
Game announcements / Re: PALLADION
« on: August 26, 2008, 07:27:03 PM »
Try to go to DTP in Germany. They are quite open for Adventures

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