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Messages - Dendrobats

Pages: 1 [2] 3
16
Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: January 22, 2016, 01:19:16 PM »
Yes, Thanks to Mnemonic for Engine!

But there is some simple things I miss in engine with I suppose could easy be implemented:

1. Possibility to define item type:
Code: [Select]
ITEM
{
   CURSOR_COMBINED = TRUE
   CAPTION = "WME User's Guide"
   NAME = "book"
   SPRITE = "items\book.png"
   CURSOR = "items\book.bmp"
   CURSOR_HOVER = "items\book_h.bmp"
   SCRIPT = "items\book.script"

   TYPE= ITEM   // GUN , BOT anything.....
}

2. As I use a lot of tiles In Scene Editor possibility to use CTRL+C and CTRL+V and DEL
3. Autoselect with mouse in Scene edit

17
Game announcements / NIGHT IN FOG - Tactical RPG
« on: January 20, 2016, 03:04:15 PM »

Hello,

I would like to announce new game called:
NIGHT IN FOG

Its planned to be Japanese Cyberpunk Tactical RPG :)

Story is happening in future Tokyo based environment where global corporations has control and you will have some story and problems with them.

Right now engine has possibility to:
Do battle with up to 5 companion fighters or how I call them BOTS, will be able to make them later in game from items
Skill based dialogues
XP reward system
Battle move based on AP
Collision system - actors don't move on other actors
Battle FOG - Can't shoot enemy if you don't see him behind obstacles
Defense tiles - reduce damage from enemy
Simple AI
Diametric maps
Loot dead
Boxes
Non activated objects, with activates when you shoot them
Weapon Damage/ Audacity/ Distance system both for player and enemy

To do:
Main story implementation
Improved AI
What happens when you die
Tutorials
More weapons
More levels based on story
More skills
UI improvement

Anyway right now I am focused more on engine itself not on story, will implement story when engine is more mature, lot of bugs to catch out.

Game Domo attached.FOG-0.7.1025a.zip
You ar welcome to give your feedback and ideas….

BR,
Dendrobats

Some Screenshots:













18
Technical forum / Re: Is it possible?
« on: October 08, 2015, 08:56:35 AM »
Ok I found out that I just needed to write it like this to work:

BlockRegion.Blocked = true;

19
Technical forum / Re: Is it possible?
« on: October 08, 2015, 08:41:36 AM »
Another question:

If I add layer:

var BlockRegion = MainLayer.InsertRegion(100,"BadguyBlock");

How to set it as Blocked region?

Thease one dont work:
BlockRegion.Type = "Blocked";
BlockRegion.Blocked;

20
Technical forum / Re: Simple Math question
« on: September 30, 2015, 01:34:23 PM »
Thanks!

It worked:)

21
Technical forum / Simple Math question
« on: September 29, 2015, 03:34:24 PM »
How to Round numbers?

I have number with digits after dot:

43.0000

how to make
just

43

Something like Java  Math.round()?

22
Technical forum / Re: Is it possible?
« on: September 29, 2015, 09:23:31 AM »
Hello,

Already worked this this out.

I have other question.

How to dynamically add regions not entity regions to main layer.
I made turn based mode in game, that generates some move tiles, based on floor layer, but now I need to add dynamically some other layers so these move layers don't show in these positions.

I tried such script, but it didn't work, cant query points:

Code: WME Script
  1. function SetBadGuyColision (BadGuy){
  2.  
  3. var MainLayer = Scene.GetLayer("main");
  4. var ColisionRegion = MainLayer.InsertRegion(20,"BadguyColision");
  5.  
  6. ColisionRegion.AddPoint(BadGuy.X, BadGuy.Y);
  7. ColisionRegion.AddPoint(BadGuy.X+130, BadGuy.Y);
  8. ColisionRegion.AddPoint(BadGuy.X+130, BadGuy.Y+130);
  9. ColisionRegion.AddPoint(BadGuy.X, BadGuy.Y+130);
  10.  
  11. DevMsg("Point1", ColisionRegion.GetPoint(1));
  12. DevMsg("Point2", ColisionRegion.GetPoint(2));
  13. DevMsg("Point3", ColisionRegion.GetPoint(3));
  14. DevMsg("Point4", ColisionRegion.GetPoint(4));
  15.  
  16. }

23
Technical forum / Is it possible?
« on: September 24, 2015, 09:35:46 AM »
Hello,

I am trying to generate some enitises around actor, but I need somehow to calculate that entities outside region "floor" is not visible, can it be achieved?

24
Technical forum / Re: MouseEntry seems to not work with AddEntity
« on: September 24, 2015, 08:42:43 AM »
OK,

I found problem, it was because PNG was with some transparency.
Added it to sprite without  pixel precise and now it works at should.

25
Technical forum / MouseEntry seems to not work with AddEntity
« on: September 23, 2015, 03:51:35 PM »
Hey,

I am trying to make some dinamic enities, but when I load them the dont recieve mouse interections.
They apear on scene but dont have any mouse imputs, Please help.

Code:
global MoveLayer = Scene.InsertLayer(4,"move");
   
      var locx = actor.X - 80;
      var locy = actor.Y - 40;
      var num = 0;
      
   var i;
   for(i = 0; i < (ACpoints/3); i = i + 1)
        { 

      var tile = MoveLayer.AddEntity("movepoint");
      
      num = num + 2;

      locx = locx + 85;
      locy = locy + 45;
      
      tile.SetSprite("interface\Battle\move"+num+".png");
      tile.AttachScript ("scripts\myMoveTile2.script");
      tile.X = locx;
      tile.Y = locy;
      tile.Active = true;
      tile.Interactive = true;


and this is attached script:
on "MouseEntry"
{
this.SetSprite("interface\Battle\move4-hover.sprite");
}
on "MouseLeave"
{
this.SetSprite("interface\Battle\move4.sprite");
}

26
Technical forum / Text indent on tiled buttons
« on: January 28, 2015, 11:14:01 AM »
Hey,

When there is more text than one line text wraps in second line.
Is it possible to indent or add magin somehow?

27
Hello,

Thous are for iOS, as I mentioned this was primary made for iOS, so these libraries needed for that, those are left over I forgot to delete them.
Also iOS has some limitations for download from AppStore with cellular network, it was 50MB, don't know is there any changes now.
So tile-sets are good way to minimize size of all data files, because same image can be used several times.

28


Lets start from beginning...

How it started
I am with wintermute engine from 2005.
At start I made 2.5D game, but when WME Lite came out, there was some limitations for this, so I completely abounded that project and switched to something else.
I was trying to make some functional game, and three times changed general idea of game, now I was trying to make iOS game.
Of course I wanted to make commercial version of game so I kept this in mind when made game, but as I am only one with full time job, it was kind of impossible.

Was trying to gather some money on kickstarter, but...

Anyway, this game project is laying on shelf with dust and I this maybe this could be some good start to reborn this game.
So I will try to gather some bigger development group with dedicated people (unpaid), will make available source code, will organize development process.
And most important part release this game for free on Appstore and for Windows.

About game
One of general ideas about game was that it should not be standart quest game but Rendered 3D Dimetric platformer with RPG/quest elements,
so I made title sets on with game can be constructed, there is lot of Tile set themes to jet implement.
Some tilests: https://space.zeo.net/g/i9qs
I only tested is it possible to make such type of game on this engine and it is, was compiled for iOS was as preview on Appstore.

What done so far
Conversation mechanism vith images depending on mood
Tileset layout for two stages - can make new stage in 5min.
Sound on footsteps depending on surface
Inventory mod for touch devices

Game story
Story starts in 1963 in some test facility where some assistant teleports himself in space and time on space ship and his jorney starts there.


So I am looking for all kind of people:


Copywriters
At this point game dont have solid storyline, only general idea of game ecosystem.

Artists
3D and 2D

Coders
There is lot to implement
as idea was to implement some action/rpg elements as guns, tactical moves.

I also attached game runtime so you could check what kind of game is it planed to be.
Game can be downloaded here: https://space.zeo.net/g/i9qi

What is your opinion should I release source code to public and gather freelance developers?




29
Game announcements / Re: Reversion - The Escape for iOs
« on: May 27, 2013, 01:04:31 PM »
Hey I am trying to use those hacks, but it seem that it only working in landscape mode, if I change to portrait half of my screen is not working on touch and do not rotate. Please help.

30
WME Lite / Re: Volume settings
« on: February 05, 2013, 09:32:03 AM »
I also encontoring this problem on windows machine volme settings work fine but on iOS it dont, please help!

I uesed this code:
Code: [Select]
Game.SetMusicVolume(10);

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