Please login or register.

Login with username, password and session length
Advanced search  


IRC channel - server:  channel: #wme (read more)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jlinam

Pages: [1] 2
Game announcements / Re: Limbo of the Lost UK release
« on: June 17, 2008, 07:17:49 PM »

Man, what a spectacular train wreck!

I only hope this doesn't affect the publisher, who is probably innocent of any wrongdoing but may well become the "deep pockets" in the numerous lawsuits that are no doubt coming. It's unlikely that Majestic has a lot of cash for a big settlement to the copyright hodlers.

On another note, I don't know how copyright works in the UK, but if it's anything like the US, the boys behind "Limbo" may end up behind bars. Deliberate, knowing, repeat copyright violation is a criminal offense and people have been sentenced to prison for less egregious acts.

Game design / Re: Death
« on: December 19, 2007, 06:56:12 PM »
On an almost completely unrelated note, being "eaten by a Grue" randomly is not an acceptable death. The first time that happened to me I hadn't saved in 45 minutes or more and almost threw a drink at the monitor.

Yeah, but I don't recall the Grue deaths being random. You're always warned "You've entered a dark place. You are likely to be eaten by a Grue." Then, if you just exit the way you came, your good. So, it's frustrating sure, but not totally arbitrary.

I remember in the Infocom game Lurking Horror, there's a bit near the end where you have to open a shimmering curtain to get into the next room where the final encounter takes place. As soon as you touch the curtain, you disintegrate. The first time it happened to me, I was really angry. The second time, I examined the curtain first, and there is a fairly obvious clue that tells you that the curtain is dangerous. The fact that the curtain is described as 'shimmering' is a clue to examine it closely before proceeding.

I guess the point here is that the death can seem arbitrary, but there is in fact a set of clues laid out to help the observant player avoid it. The old Infocom games were particularly good at this, and I think a lot of current game designers could benefit from studying their approach. The classic Sierra games always frustrated me, because so often the deaths there were random or arbitrary, though at least they were funny.

Game design / Re: Death
« on: December 18, 2007, 06:25:42 PM »
Maybe one way to do it, would be to make sure that the player can choose in the game settings if they want to have Auto-save and reload after death (on/off).

Perhaps an even better way is to make death itself an option. Maybe have a hard setting that includes death sequences, and an easy setting that doesn't. More work for the developer, but more satisfying for all types of players

Meta -

I'd be willing to proof the English grammar and spelling, if that's what you're looking for. I have some experience in technical writing and proofing.

I'd have to do it on an 'as available' basis, but I'd try to get through as quickly as possible.

Technical forum / Re: Different icon for selected inventory items
« on: October 05, 2007, 09:18:56 PM »

Doc -

I think what you want to do is specify the icon(s) to be used when the item is selected in the inventory item definition file in the CUSRSOR = and CURSOR_HOVER = attributes.

Hope this helps

Technical forum / Re: Starforce
« on: October 03, 2007, 08:47:22 PM »

The downside of steam (unless things have changed) is that you have to have an internet connection to play your game. Not usually a problem, but it sucks if you want to play on your laptop during a long flight.

There have been games that have not used any CP and have still been commercially successful. The Darkfall games come to mind, and I'm sure there are others.

Technical forum / Re: Starforce
« on: October 02, 2007, 09:41:50 PM »

Just adding that, far from helping sales, using starforce may actually hurt sales since some people adamantly refuse to purchase a game that uses starforce.

Don't have any numbers to back this up, but I can attest personally that since a bad experience with the SF protection on black mirror, I no longer buy games that use it.

Feature requests, suggestions / Re: Toon Outline
« on: August 24, 2007, 07:32:25 AM »

That kind of outline effect can be done pretty easily in almost any graphics package. I know anime studio (nee Moho) can do it, and I imagine flash can as well. The characters in that screen shot look to me like they were probably done in flash.

Feature requests, suggestions / Re: Support vrml as alternative to 3ds?
« on: August 22, 2007, 05:31:18 PM »
Thanks for the follow up. Just knowing that you are considering it helps me prioritize some things. Hopefully it'll make it in eventually.

Feature requests, suggestions / Re: Support vrml as alternative to 3ds?
« on: August 21, 2007, 09:52:37 PM »

Mnemonic, do you have any thoughts on this suggestion? I don't mean to be pushy, but I'm starting into the modeling phase of my project, and am trying to figure out the best workflow. If this is something you definitely have no time/interest in doing, I can start figuring out another solution to the lights/camera/3ds problem.

If on the other hand you think you might look into it, I can wait on that.

Thanks for your consideration.

Feature requests, suggestions / Re: Support vrml as alternative to 3ds?
« on: August 19, 2007, 11:38:37 PM »
I just tried it using Carrara 5, and it really exports both camera and lights! Unfortunately, it does not include the object-names, neither in vrml1 nor vrml2 - but I don't know if that's a Carrara- or a VRML-issue?

Edit: Just tried the same with Blender, and there the object-names appear, so it should be a Carrara-Issue - although one that should be easy to solve by editing the files manually.

I've tried vrml1 output from both Strata and truespace and both include the object names. I think what you're seeing may be peculiar to Carara. As you noted, since the files are in ascii format, you can always hand edit them.

Now only Mnemonic must be convinced given that he would have to do all the work ;-)

Hence my (hopefully) persuasive listing of the benefits in previous posts.  ;D

Feature requests, suggestions / Re: Support vrml as alternative to 3ds?
« on: August 19, 2007, 02:06:33 AM »
Well, it *is* pretty much a dead format, as far as its original purpose  (creating interactive 3d online worlds) goes. However, it seems well suited for WME's uses, because almost all 3d programs still support it, and it includes light and camera data in the file, which most 3d programs that support 3ds have trouble with. It's also an open standard, and the files can be edited by hand in a text editor if desired.

Also, as a purely poetic argument, the idea of taking obsolete technology and adapting it to a new purpose is straight out of "Neuromancer", so it would be particularly fitting in this case  8)

Feature requests, suggestions / Support vrml as alternative to 3ds?
« on: August 19, 2007, 12:00:42 AM »

Hi, all -

I know this was discussed briefly at least once before, but I'm bringing it up again. I was wondering how difficult it would be to add support for vrml for 3d geometry? It seems that a lot of programs support vrml, and it would solve the problem of most programs not exporting lights and camera data in their 3ds exports.

I ask because I'm using Strata for modeling and rendering, and had read that someone here was also using strata and converting the bounding geometry, etc. via the vrml format. I tried doing a simple export of a scene from strata in vrml1 format, thinking to import it to Blender and convert with the python script supplied by someone on this forum (thanks). However, I'm having problems getting the import to Blender working - it always says no data found.

OK, that's a separate issue, but it got me thinking, why not just support vrml and be done with all this mucking about with 3ds?

Game design / Re: How do I begin???
« on: July 29, 2007, 05:19:18 AM »
I have the same question; I want to know how I could learn making games with this engine. I want a Tutorial plz. I want a tutorial about scripts… I don't know what this script in this engine is. I know some about programming with basic, C and VB…
From where could I learn scripts in this engine?
Thanks  ;)

The WME manual has a really good tutorial on the basics of crating a scene, and a full reference for the scripting language. The wiki page ( has some good tutorials also, and more structured discussions of the scripting system. Those are the best places to start.

Game announcements / Re: Adam Syndrome - Announcement
« on: July 29, 2007, 05:01:08 AM »
Wow, all I can say is that your game looks really impressive. I especially like the look you've achieved with your renderings. Are the shots on the website concept art, or actual screens from the game?

Pages: [1] 2

Page created in 0.053 seconds with 19 queries.