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Messages - Scarpia

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Game design / odnorf's 'dreams' project
« on: January 13, 2004, 12:44:58 AM »
hi all :)

i just surfed around these forums for a while again today, and wound up at odnorf's "dreams" project web site... and WHAT AMAZING SCREENSHOTS!! I've been toying around with graphics in Photoshop these past few weeks, and I'd really appreciate it if some kind soul (maybe you, odnorf? *s*) could help me out here:

* how was the 'dreams' head line created? what font is used, and how did you apply the spattered effect?

* the screenshots are _amazing_, how did you accomplish that effect? how many different image layers do you use, how is the glowing colors done, and again, the spattering - how IS that done? hmm...


Scarpia [back from a loooooooong break in which I've moved to a different town, bought a beautiful new laptop and started my B.Sc. in Comp.Science]

Game design / Re:New article about Adventure Game Puzzles
« on: July 22, 2003, 11:34:02 AM »
McCoy: That's really flattering, sure I'd like a copy (although I don't understand much spanish, I might put it on the same site and interlink between the two versions, I think that could be nice. Also, if there's anything you find missing or wrong, ideas, suggestions, don't hesitate to let me know.


 :D could you make it check the gameplay too? Like if i'm scripting a dialogue where the main character tells Mohammed Ali to go f*ck himself, the engine would pop up and go "watch out, that's a _really_ bad idea you know"


Scarpia (back after a loooooong break)

General Discussion / Re:error
« on: April 26, 2003, 08:56:04 PM »
Nope, it is not working. I am experiencing the same error again and again.. :)


Feature requests, suggestions / Re:MIDI?
« on: April 26, 2003, 08:44:37 PM »
Actually yes, the question has already been posted, and no, MIDI is not supported in WME. But after the previous discussion I believe Mnemonic agreed to implement MOD file support if someone would find a good open source C library for it. I think you can convert MIDIs to MOD pretty easily and MOD has better sound quality.


General Discussion / #600 - The unofficial introduce-yourself thread
« on: April 21, 2003, 06:25:00 PM »
Yes! I got the 600th post on the board!!!! Medal! Medal!

Well, uh... Hi. I just wanted to ask a question (start a mini-survey actually):

* how old are you all?
* where are you from?
* what is your occupation?
* what is your three favourite adventure games?

I'm the one who started this survey, so I'll be the first to give it a go: I'm 21, from Denmark, and for the past year or so, I've been teaching basic computer science to staff members at municipalities and medium-sized businesses. In september, I'll begin studying computer science at the University of Aarhus. My three favourite adventure games are Monkey Island 2, Beneath A Steel Sky and Larry Laffer Looking for Love (in all the wrong places)


edit: changed title

General Discussion / Re:I need a small help...
« on: April 21, 2003, 06:19:18 PM »

Here is a danish translation (readable by norwegians and swedes too):

"En eller flere n

Feature requests, suggestions / Re:LAN Support
« on: April 13, 2003, 01:23:20 PM »
This has been discussed a lot on the AGS forums too, and I think I'll restate my point: Al Lowe (who created the Larry Laffer series) spent several years with a team of the best pro adventure developers trying to figure out how one could make a multiplayer adventure game, but they finally had to drop the project after realising it couldn't be done. There were too many problems that couldn't be solved, like:

* player A picks up an object that is vital to the overall plot, and then logs off, never to return.

* player A picks up a vital object but doesn't realise it.

* player A and player B each picks up one of two objects that need to be combined

Ultimately, the problems could all be solved, sure, but the game would no longer be an adventure game - it would be an RPG.

You can read the full story at, he firmly believes it can't be done, and honestly - who are we to argue with that kind of experience?


Technical forum / Re:characters' text speed
« on: April 13, 2003, 01:07:13 PM »
It will ;)

Great. I actually thought about that one long ago (120% talk speed) but didn't remember to ask about it, so it's nice to hear it'll be implemented now.


Feature requests, suggestions / Re:Interface thoughts
« on: March 28, 2003, 09:56:26 PM »
Sounds cool.. I've been looking forward to it (but then again, you knew that already), and now it's here. Great - I will download as soon as I get home.

Scarpia - from the house of his chick-friend (ask me no questions and I'll tell you no lies)

Game design / Re:22 seconds...
« on: March 26, 2003, 04:32:27 PM »
Very nice one, Jerrot.. I agree with Brassfire's comment.

I only wish the second part would go on and on, it would make a great background theme for an arabian / middle-eastern beduine village..


Technical forum / Re:String Tables
« on: March 26, 2003, 04:27:46 PM »
Hmm. I'm not sure how that makes sense.. If the sentence has been entered in the string table like this:

Code: [Select]
molly001 <tab> Hi, I'm Molly.

Then why do you repeat the same text sentence in the script:

Code: [Select]
actor.Talk("/molly001/Hi, I'm Molly.");



Technical forum / Re:Can i...
« on: March 24, 2003, 10:51:11 AM »
Hi. Well, there are several great engines out there that can help you do that. Wintermute is the newest and IMO the most advanced one. Adventure Game Studio is another, it uses lower resolution and has a classical "old style" look to it. AGAST and SLUDGE are two more, I don't know them too well, though. But these engines are designed for adventure games - there are engines out there that can help you create strategy games, 3d shooters, RPG's, one-on-one fighting games, board games, etc. So if you want to make a game, you'll first need to figure out what kind of game you'd like to make.


General Discussion / Re:So, how much it's gonna cost?
« on: March 23, 2003, 07:57:12 PM »
I always thought the percentage thing was obvious to all? OF course that's the way - if it's free for non-commercial games and not free for commercial ones, and the price will be based on specific cases, well then - claiming a certain percentage is the way to go (man, my old math teacher would be proud of me).

As I see it, if I had created something as big and professional as WME, I'd like for a lot of people to use it, but I'd also like to think it was worth buying. So I'd give it away for non-commercial use, and try not think too much about the money, or I'd go nuts in my dreams of glory and fortune. And if someone nice like Brassfire made a small commercial game, and it didn't sell too well, then I'd actually feel pretty lousy if I took a lot of money for the engine. But if a team of pro game designers used my engine and made a 15-language multi-DVD bestseller and made $20 million in profits off it, I'd feel like my contribution to that succes was quite enough to demand a portion of it, and that would be a hell of a lot more than 100$.

I say we let Mnemonic work on this without bitching so much over the licencing. I'm pretty sure he's as curious as anyt of us to see, in time, what projects can be done with it, and how many pro game designers will come to like it so much that they will start using it for commercial games..


Game design / Re:New article about Adventure Game Puzzles
« on: March 23, 2003, 07:36:10 PM »
Hmm. My web host is messing sround with stuff they don't understand, so now my site has gone offline twice in a week. They suck.

But it works again now, phew..


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