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 - ShadowBB

Pages: [1] 2
1
Game announcements / Re: Satan and Sons demo
« on: July 01, 2005, 03:10:48 PM »
Good day people, the deadline for Satan and Sons is today... and we kinda din't made it :P But I promise you that we will continiue to work on it in our spare time. We will start working again next Wednesday and think we need just one more week of spare time work to finish the game.
In the meentime, check out the trailer :) And if you want images and sourcecode etc. than you can check out the rest of the ftp. But we din't filter for spoilers, so watch out. >:D
 
http://www2.hku.nl/~sands/Code/Aaron/final_trailer.avi

 ::rock I will come back her in one or two weeks, and give you guys the final version of the game :)

2
Game announcements / Re: Satan and Sons demo
« on: June 02, 2005, 11:09:32 AM »
And to make mathers worse!! The Son of Satan will be BACK!!
We are planning on finishing the second part of the game in 4 weeks. We will begin production June the 7th.

Nico is of the team  :'( but is replaced by another great programer.

Hope you will all back me up again with your bug fixing skillz (even the catlovers :P)

Thanx to this great community,

Brian

3
General Discussion / Re: WME 1.4.1 (updated May 23, 2005)
« on: June 02, 2005, 10:54:51 AM »
Ah thanx for the patch :D

Only one week to go and we will begin crafting the new chapter of Satan and Sons and I will personally make sure that those sound effects will be put to good use.  >:D

4
Game announcements / Re: Satan and Sons demo
« on: February 21, 2005, 06:06:10 PM »
On a second try? Thats not to bad, I had my friends try 4 times before they got the evil ending.

Congrats :)

5
Game announcements / Re: Satan and Sons demo
« on: February 10, 2005, 07:59:44 PM »
Quote
D'oh :-)

Ok, I got the worst ending possible ;-)

Now remember kids, good = evil. So if you say I have the "worst" ending I get a little bit confused. :P Did you got the "good" or the "evil" ending? :P There are (by my knowlidge) 6 people who got the most evil ending without any help, up until now. Is one off you going to be number 7?

The cat killing was my idea, sorry to all the cat lovers out there..... and don't even think of asking us how we made the "meoouw" sound effects >:D *ahum*

Thanx for the reply's everyone :D

EDIT: anybody talked to candles yet? Lookt things up in the dictionary? noticed the ceiling painting? Anyone tryed to open "the door that won't open"? What type of demon is the naked woman? Why dos Satan hates Satan worshippers? Anybody found the hentai reference? There are 2 ways to kill the cat (but its not all that spectacular). There are 3 endings in total. Torturing the hanging man is funny :D Oh man... I am so proud of my team and our game :D All my friends hate me now because I can't talk of anything else :P

6
Game design / Re: making stupid combination's with items.
« on: February 03, 2005, 10:25:13 AM »
Whell my artist where all lagging behind me anyway  :D So I hade some time on my hands (and lack of sleep). And the game is not going to grow that much (in file size) from code alone anyway.

Now how to get the voice acting done for all those responses   :-X

7
Technical forum / Re: music crossfader
« on: February 03, 2005, 10:08:39 AM »
Quote
  What does it do, exactly, it doesn't switch to another music at all?

It dos, the music switches from markt.wav to bibliotheek.wav
(the second code switches it to bibliotheek.wav en the first code switches the music to markt.wav from whatever scene you are comming from)
And that is working, the music dos switches.
But the crossfader is not :(

Quote
btw those nested if's look a little evil to me  Consider using a switch command.

They do? Whell they are working ok. I will try the switch command.

8
Game design / making stupid combination's with items.
« on: February 03, 2005, 02:22:25 AM »
Use the pencil on the dead cat....

I have spend the last 18 hours of my life  :o :P :-X coding responses for EVERY combination in my game so far.

Now my question to you. Was it worth it? Are there players stupid/crazy/people with to many time on there hands/etc. out there who are going to try them all out just to hear the (mostly) funny responses of the main charracter? And whould you do it for your game?

Tip for doing this the fast way:
Make a Template code where you code like this:

Code: [Select]
#include "scripts\base.inc"
////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  actor.Talk("");
}

////////////////////////////////////////////////////////////////////////////////
on "Take"
{
  Game.SelectedItem = "item";
}
////////////////////////////////////////////////////////////////////////////////
on "Talk"
{
  actor.Talk("");
}
/////////////////////////////////////////////////////////////////////////////////
on "itemA"
{
  actor.Talk("");
}
////////////////////////////////////////////////////////////////////////////////
on "itemB"
{
  actor.Talk("");
}
ETC ETC ETC.
Put it in every item and every interactive object in the game and build the rest of the code around it. This way you are sure you won't forget anything.

9
Technical forum / music crossfader
« on: February 03, 2005, 02:03:50 AM »
Somehow My music crossfader is not working.
The music plays fine but it's not crossfading when I go to the next scene.

Scene one:

Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene

// setup actor's initial position depending on where he came from
actor.Active = true;

if(Game.PrevScene=="bieb")
{
  actor.SkipTo(966, 433);
  actor.Direction = DI_DOWN;
  Scene.SkipTo(actor.X, actor.Y);
  Game.PlayMusicChannel(1, "muziek\markt.wav", true);
  Game.MusicCrossfade(0, 1, 10000);
}
else
{
if(Game.PrevScene=="bos2")
{
  actor.SkipTo(1375, 960);
  actor.Direction = DI_LEFT;
  Scene.SkipTo(actor.X, actor.Y);
  Game.PlayMusicChannel(1, "muziek\markt.wav", true);
  Game.MusicCrossfade(0, 1, 10000);
}
else
{
if(Game.PrevScene=="kerk")
{
  actor.SkipTo(430, 282);
  actor.Direction = DI_DOWN;
  Scene.SkipTo(actor.X, actor.Y);
  Game.PlayMusicChannel(1, "muziek\markt.wav", true);
  Game.MusicCrossfade(0, 1, 10000);
}
else
{
  Game.Interactive = false;
  Game.PlayMusicChannel(1, "muziek\markt.wav", true);
  Game.MusicCrossfade(0, 1, 10000);
  actor.SkipTo(914, 833);
  actor.Direction = DI_DOWNLEFT;
  Sleep (2000);
  actor.Talk("Bla bla");
  Game.Interactive = true;
}
}
}



////////////////////////////////////////////////////////////////////////////////
// scene state
global Stateplein;


// default values
if(Stateplein==null)
{
  Stateplein.Visited = false;
  // add scene states here
}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables



////////////////////////////////////////////////////////////////////////////////
if(!Stateplein.Visited)
{
  Stateplein.Visited = true;

  // this is our first visit in this scene...
}


bieb scene:
Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene

actor.SkipTo(1123, 562);
actor.Direction = DI_DOWNLEFT;
Scene.SkipTo(actor.X, actor.Y);
actor.Active = true;
Game.PlayMusicChannel(1, "muziek\bibliotheek.wav", true);
Game.MusicCrossfade(0, 1, 10000);


////////////////////////////////////////////////////////////////////////////////
// scene state
global Statebieb;


// default values
if(Statebieb==null)
{
  Statebieb.Visited = false;
  // add scene states here
}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables



////////////////////////////////////////////////////////////////////////////////
if(!Statebieb.Visited)
{
  Statebieb.Visited = true;

  // this is our first visit in this scene...
}


So when I go to the "bieb" scene It should crossfade the markt.wav into the bibliotheek.wav right?

And the 10 second fade is just for the test so I am sure I will notice the differents.

Thanx in advance,

Brain.

10
Technical forum / Re: Loading.
« on: February 03, 2005, 01:49:44 AM »
"project properties"

Darn how did I missed that? :S

Thanx :D

Brain.

11
Technical forum / Loading.
« on: February 01, 2005, 04:19:47 PM »
When you load a game (or save a game) there is a red loading sprite in the bottem of the screen.
Is there a way to adjust that?

thanx.

Brain

12
Feature requests, suggestions / Re: BUGS, lets all help kill them.
« on: January 31, 2005, 03:54:09 PM »
One happens in the scene edit. When you open a sprite and copy and paste something in this browser, scene edit will crash.
I'm not sure I understand what you mean. You mean pasting something in the file browser dialog? In the filename field?
That was my computer, not your program   :-[ oops.

13
Technical forum / Re: Hiding the inventory
« on: January 28, 2005, 02:54:47 PM »
Yoh, thanx :) that worked :)

14
Feature requests, suggestions / BUGS, lets all help kill them.
« on: January 28, 2005, 02:53:28 PM »
I found 2 bugs in wintermude engine.

One happens in the scene edit. When you open a sprite and copy and paste something in this browser, scene edit will crash.

The next one is in sprite edit. When you change the delay for example. He dos not remembers this when you don't go to the next field with your cursor.

Hope this helps.

Brain :)

15
Technical forum / Hiding the inventory
« on: January 26, 2005, 05:54:41 PM »
How do I disable the inventory? (In the intro story I don't want the inventory to show when you move your mouse to the top of the screen for example)

Thanx in advance :)

Pages: [1] 2

Page created in 0.041 seconds with 20 queries.