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Messages - MaaS

Pages: [1]
1
Game announcements / Re: Reversion - The Escape for iOs
« on: October 23, 2012, 03:09:07 PM »
Wow! great job... I'm running to get your game :)

I'm really interested on your work pipeline... Any advice from working on multiple resolutions? How you divided your rooms / packages and languages? What about scripts where you x,y coordinates or objects with walk-to positions and things like that?

And please yes, those changes for supporting multiple devices resolutions and languages are really welcomed.

Thanks!

2
WME Lite / Re: Compiling for iOS
« on: October 21, 2012, 11:55:44 AM »
Oh my, sorry...

I have to put that project on pause so I didnt come here for a while :/

What I did was to comment the part where the engine looks for any dcp file and register the package myself. It's just a patch...

The file is BFileManager.cpp, I changed the method HRESULT CBFileManager::RegisterPackages() for this thing :

Code: [Select]
//////////////////////////////////////////////////////////////////////////
HRESULT CBFileManager::RegisterPackages()
{
RestoreCurrentDir();

Game->LOG(0, "Scanning packages...");


/*AnsiString extension = AnsiString(".") + AnsiString(PACKAGE_EXTENSION);
   
    Game->LOG(0, "Total Paths: %i", m_PackagePaths.GetSize());
for(int i=0; i<m_PackagePaths.GetSize(); i++)
{
path absPath = system_complete(m_PackagePaths[i]);
Game->LOG(0, "Paths: %s", absPath.string().c_str());
    }
   
for(int i=0; i<m_PackagePaths.GetSize(); i++)
{
path absPath = system_complete(m_PackagePaths[i]);
        //path auxpath = system_complete(m_PackagePaths[i]);

Game->LOG(0, "Scanning: %s", absPath.string().c_str());
//printf("Scanning: %s\n", absPath.string().c_str());

if (!exists(absPath)) continue;

// scan files
directory_iterator endIter;
        //directory_iterator aux(absPath);
for (directory_iterator dit(absPath); dit != endIter; ++dit)
{
if (!is_directory((*dit).status()))
{
AnsiString fileName = (*dit).path().string();
                Game->LOG(0, fileName.c_str());
               
if (!IsValidPackage(fileName)) continue;

//printf("%s\n", fileName.c_str());

if (!StringUtil::CompareNoCase(extension, PathUtil::GetExtension(fileName))) continue;
                Game->LOG(0, "REGISTRANDO: %s -> %s",absPath.string().c_str(),dit->path().filename().string().c_str());
RegisterPackage(absPath.string().c_str(), dit->path().filename().string().c_str());
}
}
}*/
   
   
    path absPath = system_complete(m_PackagePaths[0]);
                                   
    RegisterPackage(absPath.string().c_str(), "data.dcp");


Game->LOG(0, "  Registered %d files in %d package(s)", m_Files.size(), m_Packages.GetSize());

return S_OK;
}

As you see, everything is commented and I just did a

path absPath = system_complete(m_PackagePaths[0]);
RegisterPackage(absPath.string().c_str(), "data.dcp");

... And the file data.dcp is inside the resource folder of the project. I hope this helps and it's not too late :)

3
Hi!

Did you manage to work with various resolutions? may I ask... how was your work pipeline?

I'm doing some test, on iphone4 and ipad1... so my resolutions right now are 960x640 and 1024x768, but maybe there are a few more (Mac and PC, iphone 3G/3GS and ipad3)... anyway I'm trying to figure out how to plan my work to deal with several resolutions, and one project.

Thanks!! :)

4
Technical forum / Re: Shadow issues...
« on: April 24, 2012, 03:38:03 PM »
xform is a 3dsmax modifier and lets you reset the transformations of an object... You can access it also via Utilities tab, reset xform.

5
Technical forum / Frames and Subframes...
« on: April 23, 2012, 06:36:54 PM »
Hi there...

Talking about 2D character... I would like to ask what is the best way to work with subframes or what they are useful for?...

Thats the deal: You have a character, but just the body, and you have several subframes with heads talking... I know it could be done, obviously... but is this the best way to preceed? I mean, for doing this you should make the frame enterely for each frame (as you cant copy-paste them), only the body, and then add the subframe/position the head for each frame...

And what happens with memory and frame buffer when you have a sprite repeating the same image all those frames?

thanks! :)

6
WME Lite / Re: Compiling for iOS
« on: April 21, 2012, 11:47:09 PM »
Ok... I couldnt fix it hehe... not so used to xcode... so I just changed all the RegisterPackages() method looking for dcp files... to directly register the files.

:P

7
WME Lite / Re: Compiling for iOS
« on: April 19, 2012, 06:21:11 PM »
A few more info... it stops when scanning packages... there are 4 paths, but it stops a the first one on "for (directory_iterator dit(absPath); dit != endIter; ++dit)"

Paths:

Code: [Select]
/private/var/mobile/Applications/68DABE61-187F-4CEF-9CF4-85FE1875291F/wmelite.app/./
/var/mobile/Applications/68DABE61-187F-4CEF-9CF4-85FE1875291F/wmelite.app/../
/var/mobile/Applications/68DABE61-187F-4CEF-9CF4-85FE1875291F/wmelite.app/Contents/Resources/
/private/var/mobile/Applications/68DABE61-187F-4CEF-9CF4-85FE1875291F/wmelite.app/data\

EDIT: More on that... when running on emulator it seems to pass the package checking... LOG:

Code: [Select]
12:17:32: Scanning: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./
12:24:11: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./data.dcp
12:24:18: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./Default.png
12:24:20: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./Icon-72.png
12:24:23: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./Icon-Small-50.png
12:24:33: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./Icon-Small.png
12:24:35: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./Icon-Small@2x.png
12:24:37: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./Icon.png
12:24:38: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./Icon@2x.png
12:24:40: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./Info.plist
12:24:41: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./PkgInfo
12:24:42: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/./wmelite

12:25:44: Scanning: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/../
12:25:46: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/../.DS_Store

12:25:55: Scanning: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/Contents/Resources/

12:25:56: Scanning: /Users/MaaS/Library/Application Support/iPhone Simulator/5.0/Applications/58979FF0-943E-4C6B-806C-645B4694BAEA/wmelite.app/data\

12:26:01:   Registered 1063 files in 1 package(s)

But when running on the device it breaks... if debugging you got "path absPath = system_complete(m_PackagePaths);" with the path "/private/var/mobile/Applications/68DABE61-187F-4CEF-9CF4-85FE1875291F/wmelite.app/./" inside but when you do "!exists(auxpath)" the path inside turns nil... :?:?:?

Is there any settings that could be preventing the app to access the directory?

8
WME Lite / Re: Compiling for iOS
« on: April 19, 2012, 05:45:54 PM »
Hi there... just a question  ;D

Where should I put the data.dcp? In the wme lite documentation It says that I should put it inside "xcode-ios/wmelite" ... and there it is... (the compiled data.dcp from the wme  touch demo)... When you open the project it appears inside the Resources folder.

The dcp runs on windows and mac, so I suposse I'm doing something wrong.

PS. Xcode debugger stops at class directory_iterator of operations.hpp, line "{ detail::directory_iterator_construct(*this, p, 0); }" with a EXC_BAD_ACCESS... with i suposse its "i dont find the file" sort of thing hehe :P

Thankss!!

9
Foro técnico / Re: WME Lite (WME para IPhone y MAC OS)
« on: April 19, 2012, 09:49:26 AM »
Hola Hell,

Yo es que soy un poco cortito con esto de las plataformas... ¿Qué es esto del WME para iphone? ¿Se puede compilar el juego para que rule en un iphone/ipad? Es que estoy empezando a trabajar en mac y tengo un iphone y me gustaría saber si podría ejecutar PANGEA 1/2 en mi iphone o en mi mac.

Saludos.

Buenas Maidnet, has hecho pruebas del pangea 1/2 con WME Lite en el iphone? xa saber que tal rendimiento y problemas que hayas tenido...

Un saludete!

PD: Offtopic total, jeje me encantan tus minibox...

10
Software and games / Re: Leisure Suit Larry Kickstarter
« on: April 19, 2012, 07:03:59 AM »
I backed this one... although I dont like the mockup artwork they did (larry flash style vs background) :P

But I will be cool to play larry again hehe

11
WME Lite / Re: Major question about the WME Lite
« on: April 18, 2012, 03:48:14 PM »
Yes sorry...  i'm enrolled... so I dont know if the download is available for the free memberships... anyway this is what i see inside the download section:


12
WME Lite / Re: iPad 3
« on: April 18, 2012, 03:37:31 PM »
Talking about screen resolutions and ios+wme lite... I would like to make a multiplataform adventure, for pc/mac/iphone/ipad... Monstly the last two, but anyway I'm considerating the diferent resolutions for my pipeline.

Right now, there are 2 resolutions for iphone and 2 for ipad... How you deal with this on wme lite? I should have different resolution rooms? what about scripts and objects?

The retina ipad 3 is at 2048x1536. If I provide native resolution artwork, is wme lite prepared for ipad 3? And is there any problem with backgrounds being at that resolution or more (for scrolling), etcetc? The wiki says that the max texture resolution is 1024x1024, normal thing on 2D over 3D also, but generally you have everything sliced into atlases, even the background... so, how is this handled on wme lite?...

And the same would happens working at 720 or 1080p for mac/pc port...

Any help or advice will be welcome :) Thank you all!

13
WME Lite / Re: Major question about the WME Lite
« on: April 18, 2012, 12:27:52 PM »

Actually there is. I'm using it.

You probably should research a little more. In the old days, we used to call it RTM. An "F" between "T" and "M" is optional, depending on who's asking. I don't know what is called nowadays.

Guess you can find what you need over here: http://res.dead-code.org/doku.php/wmelite:ios and here http://res.dead-code.org/doku.php/wmelite:building

bonus answer: you need xcode 4 to compile your game, so Snow Leopard will not do. You need Lion.

cheers

I'm new around, so hi there!...

I just want to comment that xcode 4.2 is available for Snow Leopard (I installed it just yesterday) but the download is inside the apple developer site (the app store only have the last version available), so if you are a registered developer you can download it... that's good for ios apps up to ios 5.0 max. But if you want to develop for ios >= 5.1 then you'll need Lion as xcode 4.3 is lion only...

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