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Topics - joaomesq

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1
WME Lite / WME Lite: XCode 3?
« on: March 24, 2012, 06:01:03 PM »
Hi,

Does the project file from WME Lite for iOS works with XCode 3?

Thanks.

2
Mnemonic, on the FAQ, you state that

Quote
The actual game development still needs to be done on a Windows machine

Just to clarify this out but only the actual compiling have to be done on a Windows machine, right?


3
Hi,

I'm not trying to start a flame war here, but I'm becoming annoyed of having a lot of rss feeds posts that aren't in english, so completely useless for me.

I liked the idea of keeping several subforums specific for a language: why not do the same for rss feeds?

Just a thought.

cheers

4
General Discussion / dev tools on a usb drive
« on: December 29, 2008, 03:08:57 PM »
Hello, muties.

Anyone tried to install the dev tools on a USB drive?

@Mnemonic
Does it work?

Mind you that this is only a curiosity. If it doesn't work, it doesn't have to be a feature  ;D

5
Technical forum / other perspectives
« on: June 11, 2006, 03:54:47 PM »
Hi,

I would like to know if it is possible to apply a distort angle to the normal character movement.
 
As it is you have the normal character movement - ie. up, down, left, right and combinations of these.
But if you have let's say an isometric perpective, "up" isn't really up, is more like up +/- angle of the perspective.
My question is if I can do that on default character behaviour. The same goes for distance from camera.

It can be done with 3d characters but I was trying to avoid that.

6
Feature requests, suggestions / option to not run game if files are open
« on: October 13, 2005, 11:04:14 AM »
I would like to make a suggestion: could it be possible to add an option on projectman to not the run the game if any project files are open?

I ask this because to work in WME I have on average 4 different programs running (projectman, scene editor, sprite editor and ultraedit) and it's not the first time I try some code, just to discover that it doesn't work because I closed the file on Ultraedit but didn't update the script on the Scene Editor.

If this option was on, projectman would not allow the game to be run forcing me to refresh all scenes and scripts first making sure that the code I'm testting is actually the one I want to test.

7
Technical forum / waiting for animation to finish
« on: May 23, 2005, 08:27:28 PM »
I'm having some trouble trigging character movement after a sprite animation. The thing is the character pushes a button and the door opens completely and after the character turns to it.

I tried like this (in the button script)

Code: [Select]
var porta_anim = Scene.GetNode("porta_placeholder");
porta_anim.SetSprite("scenes\cela1\sprites\porta\porta_abrir.sprite");
var frames_porta = porta_anim.GetSpriteObject();
WaitFor(frames_porta);
actor.TurnTo(porta_anim);

But the character turns before finishing the door animation

Then I tried an old Director technique to control video...
 
Code: [Select]
var porta_anim = Scene.GetNode("porta_placeholder");
porta_anim.SetSprite("scenes\cela1\sprites\porta\porta_abrir.sprite");
var frames_porta = porta_anim.GetSpriteObject();
while(true)
{
if(frames_porta.CurrentFrame == frames_porta.NumFrames)
{break;}
}
actor.TurnTo(porta_anim);

It crashed...

To test the return values of CurrentFrame and NumFrames I used this...

Code: [Select]
var porta_anim = Scene.GetNode("porta_placeholder");
porta_anim.SetSprite("scenes\cela1\sprites\porta\porta_abrir.sprite");
var frames_porta = porta_anim.GetSpriteObject();
Game.Msg(frames_porta.NumFrames);
for(var i = 0; i < 20; i= i +1)
{
Game.Msg(frames_porta.CurrentFrame);
}
actor.TurnTo(porta_anim);

NumFrames returns 15 (which is correct), CurrentFrame returns 0 even when the animation is playing.

Completely lost, here...

8
Technical forum / undocumented methods and properties
« on: February 12, 2005, 06:15:58 PM »
Just to warn everybody that the property Scene.Name is missing in the docs.

It's was obvious that it had to exist but it is undocumented. This (minor) problem makes me think that a community-based help file would be nice. For those with some programming background, undocumented or unorthodox features are nothing new, but for the inexperienced user it's the diference between using or not using the program. So here is my suggestion:

1 -  All Mnemonic have to do is "dump" the new method and property syntax and the rest of the us add description, examples and, if applicable, tutorials. When a new version of the engine is available, the documentation is freezed and released with the engine as stand-alone;

2 - To avoid new releases with unfinished documentation every 1st day of the month all docs should be complete;

2 - Mnemonic don't have to worry about writing docs;

What's your opinion?

EDIT: Just realised Scene.Name is actually a property. Sorry about that  :-\. Fixed

9
Game announcements / "Leopold: The Escape" announcement
« on: December 13, 2004, 12:44:59 AM »
It is my pleasure to announce the development of a new (small) game using the Wintermute engine.

It is titled "Lepold: The Escape" and is a 2D point&click adventure game where the player plays a medieval musician (in portuguese is "trovador") that after a misundertsanding is put in jail. The goal of this episode (yes, there are more episodes) is to escape from the fortress. It's a small game, just to get my way around Wintermute and to prepare the ground for future games. There are plenty ideas, I just lack the time.

Development is going well, the artist is speeding up things and I'm recoding the cell scene to Wintermute (I started doing it in Director Lingo, my native programming language, but there's no point in re-invent the wheel) and I'm learning WinterScript in the process.

As for a deadline, it's simple: it will be available when it's done. ;D
I do this for personal enrichment and to contribute to the adventure game community, so don't ask because I really don't know.

You can see the designer diaries of the game at http://joaomesq.blogspot.com http://joaomesq.blogsome.com http://www.joaomesq.com as well as some art.

EDITED by Jerrot: updated "designers diary" link

10
I'm a newbie on wme and I've been test-driving it to use on some projects I'm currently working on.

So far, so good but I stumbled into something that i really doesn't know if it's a bug or not, at least I searched the forum and didn't find any reference to it.

In the tutorial, when we set the decoration region  on the top right of the room, it works fine, but only if the target coordinates are within the region. The decoration region color is blended with Molly if we set the target destination within the decoration region.

Try this: stand next to the window and set the destination next to door. As Molly walks through the decoration region the color set on the decoration region doesn't work.

It is supposed to behave like this? If so how can I set shadows that change the looks of the caracter? another layer?

Thanks

joaomesq
joaomesq's propaganda - http://joaomesq.blogspot.com

UPDATE: The method GoToObject() it's not working correctly. If you set the target of the object in the SceneEdit, it works fine, if you  set it by script (as in step 7) it doesn't work correctly. Maybe has something to do with the new 3d actor object?

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