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Messages - Art

Pages: [1] 2 3 4
1
Won't implement / Re: Make project portable to flash
« on: January 19, 2009, 11:24:33 AM »
I ment, if WME itself has some lags calling script events...?

2
Won't implement / Re: Make project portable to flash
« on: January 15, 2009, 09:29:25 PM »
First one is - game should be online. So client software can connect to and authorise on server, and locations should be shared between players who are also online at this moment. Cause of engine became open source I can assume - it can be done by adding our own network-code and features.

I'm not the "wme owner" but I can answer as well. Since wme.exe is under lgpl now you can add your own network-code & features but if they are compiled in the executable (and not dynamically linked) you should also release your code under lgpl.
By linking dll you mean plugin system like Spellbreaker says?

Second one is - game should be flash. WME has great opportuninies in building and scripting scenes. If these scenes could be "executed" in other "player", not only in "exe" like now, but also in "swf", which reads data from server - in would be fantastic. I think such feature would be much more then in demand. But in this case i can asume - it's too hard to implement. I've searched for something like this in web - but seems there is nothing yet done.

Not possible.
And no plans for that? I really think that this could be (one more :)) break through ::rock for WME...

Could WME owners comment these two questions, or may be some one could tell me about existing alternatives?

Check Lassie Adventure Studio

Seems to be something like i'm searching for. But much less popular then WME. I'll take a look. Thank you!

Just for info: Instead of changing the engine-code, you can develope a plugin as well for networking.
Can we suggest what "ping" will be supported by engine itself (if we assume client-server is ideal). Could it be in range of 20-50 ms? Won't WME "generete" some lags and delays itself because of scripts execution? We surelly should make some tests before making decision, but would be interesting to here any ideas and expirience about that from community.

3
Won't implement / Make project portable to flash
« on: January 15, 2009, 02:55:15 PM »
Hello everybody,
Have not been here for a while, glad to see that project is alive and moves on!

At this moment I have an idea of making some 2D or 2.5D game, and I remmembered my positives from using WME. But in new projects i need to meet two benefits:

First one is - game should be online. So client software can connect to and authorise on server, and locations should be shared between players who are also online at this moment. Cause of engine became open source I can assume - it can be done by adding our own network-code and features.

Second one is - game should be flash. WME has great opportuninies in building and scripting scenes. If these scenes could be "executed" in other "player", not only in "exe" like now, but also in "swf", which reads data from server - in would be fantastic. I think such feature would be much more then in demand. But in this case i can asume - it's too hard to implement. I've searched for something like this in web - but seems there is nothing yet done.

Could WME owners comment these two questions, or may be some one could tell me about existing alternatives?

Thanks lots!

4
Game announcements / Parrot Kesha in world of tales project
« on: May 30, 2006, 04:19:44 PM »
Hi everybody!

I'm glad to introduce our debut game to you. It a 2-D adventure for kids which is done by license from A. Kurlyandsky - a famous russian writter of stories for children. The game was released in march of 2006 and is published by Akella: one of biggest russian game publisher and developer.

It took more then year for us to develop this game.

All information about our studio and described game including screenshots you can find at our site: http://www.origames.ru

I'd like to thank Mnemonic for great engine and all WME community for instant helping while some little questions or problems occured during developing the game. Mnemonic, wish you good luck with evaluting WME more and more :) I really think that success of WME is not only a technical solution's success. It's also your personal great human skills, which allowed to found all we see here :) You rock man ::rock :) Good luck and good luck again :)

Arthur Khachaturov
Origames Studio Lead
http://www.origames.ru
 8)

[edited] game was released in march not in may of 2006 ::)

5
Technical forum / Re: Different inventories for different actors
« on: April 06, 2006, 02:34:02 PM »
I've found answer myself in manual:
Quote
Multiple inventories

In WME each object (game, actors, entities) can have its own private inventory. It's mainly useful for games with multiple main characters. In that case you can control whose inventory is currently displayed on screen. This is done by setting the Game.InventoryObject attribute. By default this attribute is set to the Game object, which is just fine for single-inventory games. If you have multiple switching actors you'll want to set this attribute to the current actor.

6
Technical forum / Different inventories for different actors
« on: April 06, 2006, 02:18:55 PM »
Sorry for may be lame question, but i really could not get result myself, and did not find any help on forum.

So i have a classic problem. There are two main actors on my game. I change between them pretty well by updating Game.MainObj property. But, I also want these actors to have different inventories. I tried to use following code:
Code: [Select]
spirit.TakeItem( "astral_tele" );
Game.LOG( spirit.HasItem( "astral_tele" ) );
Game.LOG( Game.IsItemTaken( "astral_tele" ) );
Game.TakeItem( "astral_zre" );

What i get:
astral_tele - is taked, as show LOG functions, but i can't see it in inventory
astral_zre - is also taked (globally), and i can see it in inventory, but the problem is - it was not taked by exact actor.

7
Technical forum / Re: Disable, but not hide item in inventory
« on: April 06, 2006, 12:57:28 PM »
Even more
GetSprite - return hover one :)

8
Technical forum / Re: Disable, but not hide item in inventory
« on: April 06, 2006, 12:54:10 PM »
This code does not work - it comes out with script error :(
Code: [Select]
i.SavedHoverSprite = i.GetHoverSprite();

In help of Item class there is:
Quote
GetHoverSprite()
Queries a hover sprite of this item.

Return value
Returns filename of the currently assigned sprite.


9
Technical forum / Disable, but not hide item in inventory
« on: April 06, 2006, 12:12:41 PM »
Is there any way to disable item in inventory from selecting?

I tried folowing code, but it does not work:
Code: [Select]
var i = Game.GetItem( "astral_zre" );
i.Interactive = false;
i.Active = false;

Just nothing happens...

10
Technical forum / Re: Hide entity from cursor hovering
« on: April 05, 2006, 04:29:14 PM »
Good, think this will help...

11
Technical forum / Re: Hide entity from cursor hovering
« on: April 05, 2006, 03:28:40 PM »
No.
all items are usual. So they have usual sprite and hover sprite.
They change to hover when they are above usual entities and they change to usual when they are above non-interactive pieces of scene

BUT

i've also non-usual entities on the screen (imagine game when you have to find some little differences between two pictires, my problem is like implementing this type of game), which are interactive really (so i want to process clicks and inventory uses on them), but i don't want them to look like interactive. So cursor should not change (not usual cursor, not item cursors) when it's above this kind of "hiden from interaction" entity  :-[ :-[ :-[ :-[ :-[

12
Technical forum / Re: Hide entity from cursor hovering
« on: April 05, 2006, 02:57:21 PM »
And the problem is that if i make entity to "ignore items" - i get visual effect i want to (items do not blink above entity), but i lose control over entity - i lose item clicks on it, which i need to :)

13
Technical forum / Re: Hide entity from cursor hovering
« on: April 05, 2006, 02:55:08 PM »
It's not enough, cause, if i'll "take" some item from inventory - it will change to "hover" style when moving about my entity. And i want no one could even guess that entity is interactive, but it should be realy :)
It's not so easy to achieve this, if it's possible at all...   :-\

14
Technical forum / Hide entity from cursor hovering
« on: April 05, 2006, 01:20:12 PM »
Hi all

I've an non-typical problem:

I've some items on my scene, which should not look like interactive, but should interact like interactive.
I'll explain in more detail. For example, there is an entity on my scene. I want to make it look just like any other non-interactive piece of scene, so cursors should not become hover, when, they are about this entity. But if i click on this entity even with some item, script should catch it.

"Non interactive" feature - does not work, because in this case entity catchs only usual mouse clicks, and it's very important for me to catch item clicks also.

Any ideas, WME gurus? :)

15
Technical forum / Re: Actor walking
« on: March 08, 2006, 09:06:30 AM »
That's what i needed to know.
So as i see there is no way to turn this one-pixel-moving off?

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