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Messages - Scarpia

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46
General Discussion / "Ode to Scripting"
« on: February 25, 2003, 01:40:43 AM »

Ode to WME Scripting


scripting is prone to errors and crashes
and through buggy code every programmer trashes
but suppose there existed an engine so grand
with scripting and toying around hand-in-hand

imagine interface elements, 'actors' and sprites
arranged in a versatile tool of delights
and every latest compile of its source code
available, free on a website for download

while unseasoned programmers flock to debate
dozens of upcoming features await
and scripting has never been neater than that
of ActObj.CanHandleEvent("LookAt")




Scarpia  8) revealing a truly corny talent


47
Technical forum / Re:Background not showing?
« on: February 24, 2003, 10:53:43 PM »
I'm experiencing something very odd. Perhaps it is related to the other problme I had (although I don't think so)


When I start a New Game from the Basic Project Template, there is a default background.bmp. If I run the game, that background shows all right. But the I open up the scene using the Scene Editor, and the background.bmp isn't showing as sprite on the 'background' entity. Also, the preview window to the right does NOT show the background image, only black space.

If I close the Scene Editor without saving, the background.bmp still shows upon execution. But if I save the changes, the background goes black. And if I try to add the background.bmp in the 'sprite' field of the background entity, I get an error in the log window upon execution ... and the background image STILL doesn't show!

Strange, I know.

I will try the newest patch and see if the problem persists.

[JUST TRIED. THE PROBLEM IS STILL THERE]

Scarpia


48
Game design / Re:Looking for cartoonish graphic artist
« on: February 24, 2003, 06:35:18 PM »
Precisely. The essence of the character is crucial if you want depth (which isn't the case in most adventure games) or character consistency (which *is* the case in any GOOD adventure game).

By consistency, I mean the fact that every action, sentence or choice made throughout the game by the character reflects the same consistent personality. Having the character's 'essence' sketched out from the very beginning ensures that the whole team will be able to know by instinct the character's reaction to any situation that might arise.

A (fairly elaborate) 'Essence description' could be:
  • How old is he?
  • How old is he mentally?
  • What is his favourite thing to do?
  • What is his LEAST favourite thing to do?
  • How does he see himself?
  • What is 'wrong' with him? (everything goes)
  • What are his dreams?
  • Everybody has a secret. What is his?
  • What is his mood initially?
  • Does this mood change at any point, and how?
  • What does he think of the PC initially?
  • Does this view change at any point, and how?

Scarpia

49
Feature requests, suggestions / Re:Talk text format + synchronization
« on: February 24, 2003, 06:08:02 PM »
This is probably the most mind-puzzling thread ever, at least to someone like me, whose native language is not english, and to whom words like 'stances' and 'phonema' make little sense.

But I'll state my opinion on the matter anyways. I've pretty much covered every other thread on the board anyways  ;D

I thought of a way to do lip-synchronization a while back, and the basic lip movements needed, I think, are:

"Openers"
Bah
Bee
Boo
Poe
Bore
Bay
Vowel sounds
A (Ah)
E (Eek)
E (Chew)
O (Oh)
O (Door)
E (Hey)
More "Openers"
Tar
Tee
Too
Toe
Tore
Day
More "Openers"
Far
Fee
Foo
Foe
Fore
Faye
"Closers"
..sch
..m
..ph
...
A maniac would also add:
  • smiles
  • frowns
  • screams
  • pouty lips
  • laughs
  • sneers
  • coughs
  • burps
  • whispering
  • whistling
  • dribbling
  • yawning
  • panting
  • twitching
  • etc.

Scarpia

50
Feature requests, suggestions / Re:Speech question
« on: February 24, 2003, 05:51:31 PM »
Whoosh, that's a lot of choices... I tried out Goldwave a few years ago, but I didn't really 'get it'. Cubase too, even more years back, but that one was utter confusion at the time, at least to me. I guess that is why AlgoRythm appealed to me, it's designed to be intuitive for non-musicians too. Hmm, but I should probably give it another try..


Scarpia

51
Feature requests, suggestions / Re:Speech question
« on: February 23, 2003, 05:56:24 PM »
Hmm.. I am a programmer too, but I love music and my entire family is musical (royal opera singers, pop/rock musicians and teachers at the highest level of music. I can barely hit a note compared to them.), so I would love a program for absolute newbies who want to create music loops.
Actually, I've only tried one piece of software that lived up to that. AlgoRythm from Space Time Foam (www.spacetimefoam.com) is great and simple for creating rythms.... but I never really got the hang of it anyways.

Any suggestions for game music software?

Scarpia



52
Technical forum / Re:Some questions
« on: February 23, 2003, 05:43:54 PM »
I read about it on www.jonathanclark.com/diary/thinstall

The web site for the util is www.thinstall.com

(just checked; the free trial runs for two weeks, and registration is pretty steep)


Scarpia

53
General Discussion / Re:Why WME?
« on: February 22, 2003, 04:21:51 PM »
Now I've heard of this "Delerium" engine several times recently, and I still don't know what it is. I've looked over about a hundred (!!!) different engines, but I haven't seen that one, or even heard of it. Now where can I find information about it? I heard it wasn't finished yet, so how come everyone knows about it????


Scarpia

54
Game design / Re:Looking for cartoonish graphic artist
« on: February 22, 2003, 04:18:39 PM »
If I could remember the quote right, I would refer to the beginning of a book by Milan Kundera. He claims that characters (in books in his case) do not necessarily depict real life people, rather do they reflect feelings or moments. Thus, one of his characters originated from "a rumbling in his stomach", and another from the german sentence "einmal ist keinmal", roughly translated "once is nothing".

That could be considered "rigid detail" to Milan Kundera, as these simple descriptions, to him, would describe a person's very essence. An artist or animator would probably not be able to extract the same depth of the characters.


So "rigid detail" is variable, depending on the team, the character, and the situation overall. In case of an adventure game character, I would say an entire page of text (hand--written) is minimum for a core character. Then again, we would all know exactly what I meant by a simple description like "eager youngster with a guybrush-ish wannabe-mad-scientist attitude". That sure sparks an adventure-gamer's imagination, doesn't it?  :P

All depends on the context I guess.

Scarpia

55
General Discussion / Re:New download idea...
« on: February 21, 2003, 01:23:24 PM »
I know what you mean. You sit there, know you have forty-some pages to go, and you really really feel like typing:

JUST FIGURE IT OUT FOR YOURSELF! PLAY AROUND, JUST CLICK SOMETHING AND SEE WHAT HAPPENS. REPEAT UNTIL YOU GET NAUSEOUS! GOD DAMNIT! LET ME GET ON WITH MY "1001 FEATURES" LIST!

Scarpia

56
Feature requests, suggestions / Re:Speech question
« on: February 21, 2003, 01:16:05 PM »
Hmm. Didn't know about the licencing thing with MP3. I figured since it's integrated in other engines, it must be free for all, but I guess not. Hmm..

Actually, I don't know OGG at all, I only just heard of it. Compared to MP3 (which we all know), what is OGG like?


Scarpia

57
Feature requests, suggestions / Re:Multiple PC's (Player Chars)
« on: February 21, 2003, 01:13:00 PM »
WEll, yes I would like to have different inventories for each character, but I could probably script my way through that one. The 'individual inventories' sounds like a great maybe-feature though.


Scarpia

58
Technical forum / Skipping dialogue (again)
« on: February 20, 2003, 09:55:21 PM »
Hi..

I'm not sure this can be solved, or at least it may not be an engine related issue.

When I click the mouse to skip ahead as the character speaks, I still get the silent 'pauses' between the sentences. If I just let he speak, the pauses seem alright, as her monologue would probably pause at those times. But when I click my mouse to skip to the next sentence, what I'm really interested in, is what she has to say next, not the pause before what she'll say next. I haven't explored the scripts, so I'm not sure it has anything to do with the engine itself.


Scarpia

Rambling on and on and on and......


59
Feature requests, suggestions / Multiple PC's (Player Chars)
« on: February 20, 2003, 09:41:26 PM »
I wonder, maybe this can already be done, I haven't dug that deep into the engine just yet.

For my unique-style, grand, amazing, fabulous perfect game idea (don't we all have one?  ;)), I will need to switch Player Character in mid-game, from one Actor to another. Just changing all the sprites is not going to work for me; since I need to change player character 30+ times throughout the game (did I mention it was very unique?)

Anyways, is there a way to do this? If not, could it be done? I'm sure other game programmers could use this as well, even on less than unique-style-grand-amazing-fabulous game ideas.  ;D


Scarpia


60
Feature requests, suggestions / Re:Low level events
« on: February 20, 2003, 09:34:06 PM »
Whoops.  :-*

At least now I know how to set the date/time formats right.


Scarpia

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