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Topics - metamorphium

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16
J.U.L.I.A. will be published by Lace Mamba Global for UK and Ireland on the 2nd of March 2012.

This is the box you'll be looking for:



For Digital download, head over to:

http://eu-adventureshop.gamesplanet.com/buy-download-pc-games/J.U.L.I.A-3046-14.html

If you do it now, you'll get a discount. :)

17
Scripts, plugins, utilities, goodies / Letter by letter writing
« on: January 29, 2012, 09:19:47 PM »
For J.U.L.I.A. I wrote a little method, which after you supply string and time does the following:

1. it writes letter by letter the specified and localized string
2. it waits for a specified time and then the text disappear

So how does it work?

1. create a script and call it system_writer.script

Code: WME Script
  1. #include "scripts/base.inc"
  2.  
  3. method Initialize()
  4. {
  5.         var win = Game.CreateWindow();
  6.         this.win = win;
  7.         win.Visible = false;
  8.         win.X = 0;
  9.         win.Width = 1024;
  10.         win.Y = 374;
  11.         win.Height = 20;
  12.         var edit = win.CreateStatic();
  13.         edit.Height = 20;
  14.         edit.Width = 1024;
  15.         edit.X = 0;
  16.         edit.Y = 0;
  17.         edit.SetFont("fonts\tahoma.font");
  18.         edit.TextAlign = TAL_LEFT;
  19.         this.edit = edit;
  20. }
  21.  
  22. method Write(textToWrite, time)
  23. {
  24.          var win = this.win;
  25.          var ed = this.edit;
  26.          win.Y = 374;
  27.                 
  28.          ed.Text = Game.ExpandString(textToWrite);
  29.         ed.SizeToFit();
  30.    
  31.        ed.X = 512 - ed.Width / 2;
  32.    
  33.      
  34.         
  35.          ed.Text = "";
  36.          win.Visible = true;
  37.          var str = new String(Game.ExpandString(textToWrite));
  38.  
  39.  
  40.          for (var a = 0; a<str.Length; a=a+1)
  41.          {
  42.                        ed.Text = str.Substr(0,a+1);
  43.                         ed.SizeToFit();
  44.                        
  45.                        Sleep(100);
  46.          }            
  47.          Sleep(time);
  48.         
  49.          ed.Text = "";
  50.          win.Visible = false;
  51.         
  52. }
  53.  

2. in scripts/base.inc add

global writer;

3. in scripts/game.script add the following:

Code: WME Script
  1. writer = new Object("scripts\system_writer.script");
  2. writer.Initialize();
  3.  

4. now whenever you want to use it, try:

Code: WME Script
  1. writer.Write("Testing letter by letter writer.", 1500);
  2.  


Hope this helps. :)

18
Bugs / Bug with String object
« on: August 26, 2011, 03:19:47 PM »
Hi Mnemonic,

I have the following code:

Code: WME Script
  1. on "LeftClick"
  2. {
  3.                 var str = new String(this.Name);
  4.                
  5.                 var name = str.Substr(3);
  6.  
  7.                 Game.Msg("Name:" + str + " Region:" + name);
  8.                
  9.                 Scene.RegionClicked(name);
  10. }
  11.  

On WME it shows eg.:

Name: Reg19
Region: 19

on WME lite it shows:
Name: Reg19
Region:


It seems that the string logic hasn't been implemented. Any advice, or should I change this logic in the game?

Thank you!




19
Bug reports / FPS drops with text
« on: July 10, 2011, 10:36:08 AM »
Hello.

I have the following problem. I have lots of scenes where I use the dialogue logic (getting responses and such). The best illustration will be the two following images:



This is the desired window and it runs at 87 fps. You will probably agree it's not much of a text in here. Also the poly count is 262.



This is the window where I erased the top text. There's absolutely nothing else different. Everything is identical, just the upper part of the window has no text. There are no script transformation functions which would be handling the upper text, it's plainly setting the static control's text to a string.

Like this it runs at 652 frames.

This is constant behavior of WME for the whole JULIA, however for certain more complex scenes the drop is too painful. Also the fps is stable. Which means in this scene it always runs at 87 or 652 respectively (given 3 frames delta).

Any clue what should be done? Or do you need more info about it?

Thanks a lot!!!

20
Game announcements / J.U.L.I.A. official trailer released
« on: May 10, 2011, 06:27:42 PM »
Dear muties,

we've just released an official trailer for our upcoming game J.U.L.I.A.

http://www.youtube.com/watch?v=9z0zIN6KGCg

Kind regards,
metamorphium

21
Bug reports / Bug in Entity.PauseTheora()
« on: October 13, 2010, 10:24:22 PM »
Hi Mnemonic,

I'd like to report a bug in the method PauseTheora, which I am experiencing.

Synopsis: If you have an entity playing looped theora and you call PauseTheora(), the image gets correctly paused. As soon as you call ResumeTheora(), the image jumps by the amount of time elapsed by the pause itself. So it's not as if the theora was paused, just the changes are not rendered for the paused time.

Steps to reproduce:

1. create a sprite entity "TestNode" and let it play looped theora: ent.PlayTheora("scenes\StarMinigame\holovision.ogv",true);
2. Create a region entity and make it cover the theora + attach a script to it.
3. supply in the following code:

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. on "LeftClick"
  4. {
  5.                  var ent = Scene.GetNode("TestNode");
  6.                 
  7.                  if (ent.IsTheoraPaused()) ent.ResumeTheora();
  8.                  else   
  9.                  ent.PauseTheora();
  10. }
  11.  

Thanks a lot. This fix would help me finish one particulary challenging minigame. :)



22
Bug reports / Documentation update: Scene.ScrollTo / SkipTo
« on: August 04, 2010, 01:58:26 PM »
Hi Mnemonic,

please put into documentation (for slower ones like me) that scene offset 0,0 is in fact GameResolution.Width /2 and  GameResolution.Height /2

Thanks!

23
Game announcements / Julia - reannounced: trailer added
« on: July 28, 2010, 07:08:09 AM »
Hi folks,

Couple of years(!) back we here at CBE presented our new SCI-FI game called Julia (working title). Since then we were silent to the extent of people asking about well-being of the project. We haven't slept but we've decided to totally redesign already almost finished game. Unfortunately this also led to the problem of size-growth so form originally small game we have now game with quite some gameplay to it. This also means we will not do an episodic format, but we'll finish this game as a self-contained product.

Now what actually IS Julia?

Julia is a Science fiction game set onboard of spaceprobe, designed to examine alien life-forms. After many years of search, humankind finally found a solar system which appeared supportive to life-existance and sent a probe towards that place. The game starts a few decades after this expedition in solar system far away from ours, when the last surviving member of the expedition gets awaken from cryo-slumber by ship's artificial intelligence. The probe has been hit by passing meteorites and need fast repair.

  • Step into spacesuit of Rachel Manners, the last member of the exploration crew and find out, why you were singled out of the whole expedition.
  • Use ingenious MOBOT - mobile robot suited for planetary exploration while you discover secrets and mysteries of the solar system
  • Travel to at 6 different planets to uncover their secrets and track down the ill-fated expedition
  • Solve puzzles, gather clues and communicate with overly emotional ship's artificial intelligence Julia


Julia is scheduled for release Spring 2011. Distribution model is still TBA.

If this game piqued your interest, here are some WIP screenshots showing various aspects of the game exploration mode:






Enjoy!

24
Community bulletin board / Happy birthday LauriPoika!
« on: June 25, 2010, 08:19:01 AM »
Hyvää Syntymäpäivää Lauri,

all the best to you and enjoy your last teen year. :) Soon you'll become old, responsible, demotivated and grumpy as we are. :) 

Celebrate well and have fun!

::beer ::beer ::beer

25
Community bulletin board / Happy Birthday Mnemonic!
« on: June 22, 2010, 11:34:16 PM »
Happy birthday Mnemonic,

I wish you all the best, firm health and tons of needed enthusiasm for WME 2. I also wanted to thank you again for fantastic engine, which simply rocks.   ::rock ::rock ::rock ::rock ::rock ::rock

Keep up the good work and relax!  ::beer ::beer ::beer ::beer ::beer

26
Bug reports / MOVED: Bug in Game.Screenshot function
« on: April 29, 2010, 12:13:02 PM »

27
Technical forum / Visual artifacts with theora (ffmpeg2theora 0.25)
« on: March 29, 2010, 02:19:19 PM »
Hello again,

we're currently using ffmpeg2theora 0.25, which provides absolutely incomparable (better) video results. Unfortunately WME started to manifest a strange visual artifact in form of ugly stripe under and above the video - I can provide video if needed. If I play the same video using VLC, the artifact is not there.

Is it a bug which could be please possible to fix or is it some undocumented feature based on "allowed video resolution"?

Thank you again.  :)

28
Technical forum / Performance on secondary monitor
« on: March 29, 2010, 12:27:53 PM »
Hello,

I have a laptop with secondary monitor attached. I found out that when I run the game in window and drag it to the second monitor, the fps drops from stable 100fps to 14. Is it known / standard behavior or is it something with my laptop?

Thanks!

29
Technical forum / Distinguishing Entity from RegionEntity
« on: March 28, 2010, 04:05:07 PM »
Hi Mnemonic,

please, is there a way how to programatically distinugish in between the aforementioned? ent.Type always returns entity.

Thank you very much!

30
Technical forum / Alpha color woes
« on: March 20, 2010, 04:27:32 PM »
Hi muties,

I'd like to ask for an advice. I am currently in the process of redesigning game interface and the new interface uses a lot of semitransparent elements with opacity animation. As "windows" are quite limited in WME, I have an extra GUI layer I include in every scene using this interface. So far good. But I am facing the following problem: I'd like to preset AlphaColor to value lower than 255.

Things I've tried:

1, (currently implemented) in scene_init.script I include special universal file which manually sets the individual opacity. This method is very clumsy and the only way how to test the opacity levels is through constant compile'n'test.

2, creating a sprite with one frame for each element - this method in theory works, but as soon as sprite is assigned to entity, you can't no longer simply set opacity through AlphaColor. You have to for every entity query SpriteObject, Frame and Subframe to finally assign the opacity. Since WME has no decent nesting, it's too ugly.

3, I tried using custom attribute and set AlphaColor there. This is totally weird - as soon as you put as custom attribute known object parameter, it attempts to be set (Scale for example) but you never again get to this information apart from the .scene file. Scale works (the object changes size), but AlphaColor doesn't.

4, I considered using custom Attribute (alpha eg.) and then writing universal loop which would attempt to set these values by looping through all Scene entities. As some of the scenes are entity heavy, I've decided against it.

Any other ideas?

Thanks!

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