Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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 - metamorphium

Pages: 1 2 [3] 4 5 ... 102
31
just for the record - by stepping I meant location change. Not actor walking.

32
Technical forum / Re: Strange Crash When Playing Loaded Games
« on: July 23, 2013, 05:31:23 PM »
Old J.U.L.I.A. containing scrolling scenes sometimes crashes with 1.10.1 too. No layer / node deletion takes place. It's entirely random though like 1/10 saves and always after load. Saving works well...

33
Technical forum / Re: Continue help plz
« on: July 22, 2013, 12:10:49 AM »
I did continue method in J.U.L.I.A. and it's a bit tricky. However I risk that you don't understand me and my French is no longer usable. If you understand English, I'll post you how I did it...

34
Technical forum / Re: Change the camera FOV in script ?
« on: July 20, 2013, 11:18:01 PM »
I recall having two cameras each with different FOV and switching them in one project I was using 2.5D

It's a long time ago though. :(

35
Keep in mind, that WME loads all visuals for the scene immediately. having four views in one scene might potentially feel that the game is stuttering because turning would be instant while stepping would be slower (of course this depends on resolution / computer). I would never do this on iOS for example.

Having scene per view could lead to much stable performance.

It also really depends on what is inside. If it's eg. just static shots, you can simply have one scene for 4 sides and dynamically load each image while having all region entities layered in SceneEdit.

It would look like this:

main layer - just the background image
front layer - all region entities for front
right layer - all region entities for right
etc...

Then with each turn you simply load correct image for background and activate corresponding control layer.

But I would not recommend this with heavily animated scenes because it could become messy unless you are good with creating dynamic environments.

Just my 2 cents.

36
Technical forum / Re: font size
« on: June 08, 2013, 01:00:00 AM »
for true type font you simply type size in font file:

TTFONT
{
  SIZE = 21 
  FACE = "Verdana"

  BOLD = FALSE
  ITALIC = FALSE
  UNDERLINE = FALSE
  STRIKE = FALSE

  CHARSET = 1

  COLOR { 255, 255, 255 }
  ALPHA = 255
 
}

37
Technical forum / Re: unload scene
« on: June 01, 2013, 12:33:29 AM »
Can you post contents of your base.inc and scene_init.script files?

38
Bug reports / Dual monitor support bug - incorrect mouse region
« on: April 19, 2013, 11:44:24 AM »
I have two monitors and WME allows me to use either first or the second by selecting on of the two (same) gfx cards.

The image is displayed correctly on the first or the second screen, however the mouse is locked on the very first screen regardless of the gfx card selected so I can't interact with the game at all.


Tested on 1920x1080, dual monitor. Fullscreen.

Thank you!

Edit: Also it's set to extension mode so one huge desktop spanning two screens.

39
Game announcements / J.U.L.I.A. Enhanced Edition Announced
« on: March 07, 2013, 02:56:55 PM »
Dear muties,

to settle the Lace Mamba fiasco, we're now crowdfunding our enhanced edition of J.U.L.I.A. What originally started as a modest goal keeps growing and we'd welcome any kind of your support.

Please consider looking at our campaign by clicking at this nice image and supporting us either directly or by sharing the news.



Thank you!

Jan 'metamorphium' Kavan

40
Dear muties,

as many of you know, we had to go through expensive legal proceedings with Lace Mamba Global to get back rights. They never paid us a single cent for the release even if the game was quite succesful. We're currently trying to recover from this blow and since (from yesterday) our rights are back, I'd like to ask you for support.

Please go to:

http://steamcommunity.com/sharedfiles/filedetails/?id=122116943

This will cost you nothing and get you remastered version with some fixes and slight changes (released as a patch for those who already own J.U.L.I.A.) if we are greenlit. For us this means to recover at least some of the ongoing 3 years time and money investition into the biggest WME game we've ever created.


Thank you for considering to support us and all the best,

meta

41
Bug reports / Re: 3d character looped animation
« on: January 17, 2013, 10:36:57 AM »
I bet on badly exported animation. I used this all the time and never get this problem. You probably exported one (or more) frames than the actual animation consists of. It's not WME bug but rather poorly exported animation in my opinion.

42
General Discussion / Vampires! have been released for PC and Mac
« on: November 01, 2012, 12:51:27 AM »
Dear muties,

we're proud to present a release of our new game "Vampires!" for PC and Mac. It's available in our DRM free store for $9.99 as a digital download.

If you want to support us, you can visit http://store.cbe-software.com

Also demo is available here: http://www.cbe-software.com/?page_id=167

Hope you'll like it.

43
Technical forum / Re: Check if item have been taken
« on: October 07, 2012, 12:17:22 AM »
To be honest - this "check in the loop" is a terrible advice. It will add a lot of unpredictability to your game. Typically when another action will be taking place suddenly player gets random scene change. Is it what you want?

What I personally would do is to make a global Scene method which would be called after each TakeItem.

So:

in scene_init.script

Code: WME Script
  1.  
  2. method CheckAllItems()
  3. {
  4.     if (actor.HasItem("item 1") && actor.HasItem("item 2") && actor.HasItem("item 3"))
  5.     {
  6.          Game.ChangeScene("scenes\Basement\Basement3\Basement3.scene", false, false);
  7.     }
  8. }
  9.  

then when you pick either of those items simply do:

Code: WME Script
  1.  
  2. actor.TakeItem("item 1");
  3. Scene.CheckAllItems();
  4.  
  5.  

This way you exactly can control where your scene changing occurs and you'll save yourself tons of pulled hair from impossible to replicate bugs reported by your testers.

Just my 2 cents.

44
Technical forum / Re: How does Scene.GetLayer works?
« on: September 26, 2012, 10:20:31 PM »
Ah! I see what you are trying to do now.

It would indeed be better to use separate scene. However if zou insist on one scene, put this background not as a layer but as an entity to the main layer. Then switch it on through var ent = Scene.GetNode("club2"); ent.Active = true; Also don't forget to reposition actor with actor.SkipTo() to adjust to the new camera.

45
Technical forum / Re: How does Scene.GetLayer works?
« on: September 26, 2012, 09:40:57 PM »
It shouldn't be like that. How about if you ziped some minimalistic project and send it to me? It's really a guesswork right now as it should work and you probably just do multiple things wrong. PM me a link and I'll help you more easily. 

Pages: 1 2 [3] 4 5 ... 102

Page created in 0.021 seconds with 20 queries.