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Topics - fireside

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16
Game announcements / Strange Change: small finished game
« on: November 14, 2008, 08:51:46 PM »
Strange Change is a small game I've been working on.  It's a parody of Dr. Who





Download 3.8 meg

17
Technical forum / Disable inventory
« on: October 25, 2008, 04:15:11 AM »
I have the standard inventory and for one scene I ended up too high with a puzzle.  Since it's not an inventory puzzle I thought I would disable the inventory but I'm having no luck using:
var inv = Game.GetInventoryBox();
inv.Disabled = true;

How would I do that?

18
Feature requests, suggestions / midi support
« on: October 21, 2008, 02:49:56 AM »
Midi would be nice.  I was going to use a small midi file, but couldn't, so I had to transfer it to ogg where it took up 1 meg and that was only for one minute because that's all the trial software would let me do.  At least it wasn't listed in the help files.  I didn't actually try it.

19
Technical forum / custom properties
« on: July 04, 2008, 04:58:51 AM »
I'm trying to set up some custom properties as in
property = pos; value = 1; in the scene editor
In a script I have:
this.pos = this.pos + 1;
this.talk(this.pos);

Running the program the object types out the number 11.  I think it is treating the addition of 1 as a string even though it's a numeral.  How could I deal with that?

Many times this is the behavior wanted so I don't think it's actually wrong.  I just need a way to force it to look at it as a numeral.

20
Feature requests, suggestions / sprite stepping
« on: June 28, 2008, 04:32:00 AM »
This would be a nice feature for sprites.  Right now, you can play a sprite animation, or you can loop.  It would be cool if there was a step, so you could call a step function and then it would only play the next frame and hold on it until the step function was called again. 

21
Can't reproduce / Uneven walk
« on: June 16, 2008, 08:39:25 PM »
I don't know if this is because of my export setup, but the last walk cycle before the character comes to a stop, he lurches slightly. It's rather annoying.  I tried changing the blend speed from walk to idle but it didn't help.

22
Technical forum / De-activate floor
« on: June 16, 2008, 04:05:52 AM »
In an intro, I would like to have the character be placed in a non-floor area and walk out into the legal area.  I tried setting the floor.Active = false, but it doesn't work.  How could I do that?

23
Bug reports / TurnTo(this) not working on back wall
« on: June 02, 2008, 10:16:01 PM »
I'm using a TurnTo(this) on a side wall cabinet and it works fine.  On a back wall, the character won't face the object with the same code.  This is with an actor3d that otherwise seems to be working fine.

24
Technical forum / lighting
« on: May 11, 2008, 12:53:40 AM »
Export for Blender works all right.  The lighting, at least the lamp, seems to work somewhat, but there is a light always on the front of the character which looks a little unnatural.  Is that adjustable at all?

25
Feature requests, suggestions / Human readable geometry format
« on: May 04, 2008, 08:20:01 PM »
An xml format or some kind of text deal for geometry would be a nice second alternative to the binary 3ds format. 

26
Technical forum / Blender geometry export
« on: May 04, 2008, 01:32:43 PM »
I was wondering if anyone is using Blender for geometry export currently.  There's a tutorial in the Wiki that says the exporter is only good for 2.40 and Blender is up to 2.45.  I could download an older version or try some other things, just wondering if anyone has experience with this and Blender.  I'm basically just getting started with the 2.5d stuff and want to get up and running as quickly as possible.

For starters I just want to export cameras and lights and do the floor the 2d way.

27
Game announcements / Imaginary Monsters
« on: May 03, 2008, 12:40:19 PM »
I'm starting a game called Imaginary Monsters which will be my first work with 2.5d.  It's basically the story about imaginary friends and what happens to them when they get abandoned.   This is my first screen shot, but it's all radiosity at the present until I start getting models in the engine.  It will be text dialogue because my last game that I tried to do voice overs was too much work and it will be free.


28
Technical forum / actor3d not scaling
« on: May 02, 2008, 09:44:27 PM »
I'm experimenting with 3d actors in Wintermute again.  I can get a model in so far.  I'm replacing the teapot in the demo with some of my own models experimenting.  The models have to be huge in Blender.  There is an actor file that has a scale property in it, forget the name, but it doesn't change anything when I make the numbers 10 times bigger.  Everything is exactly the same size, both with Trinity and the teapot.

29
Technical forum / crash when trying to save.
« on: April 15, 2008, 01:30:15 PM »
I'm getting a crash when trying to save a game.  I sent in an error report.  There aren't any errors in the WME.  I can do a save on the first screen where the menu is, but when the actual game starts and I try to save, it crashes.  Someone else tried the game on another computer and it crashed on that one also.

30
Feature requests, suggestions / Scene entity talk sprite
« on: April 02, 2008, 03:51:43 AM »
Couple suggestions for ease of use.  It would be nice if there were another choice of a talk sprite in the scene editor along with the default sprite and variables should be automatically assigned with the name of the entity when the scene starts up so it wouldn't be necessary to assign one.  You could just script:  entity.talk("blah");

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