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 - Darky

Pages: 1 ... 5 6 [7] 8
91
Software and games / Re: Machinarium
« on: February 06, 2009, 02:06:17 AM »
Some new gameplay footage was released: http://vimeo.com/3082659

Still looking good.

But I start to miss the traditional feeling of an adventure on this one. I mean items/inventory with item combinations and especially dialogues. Let's start a remake on WME guys! ;)

92
Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: February 01, 2009, 09:15:31 PM »
Hey Schnuffel,

just read about this:
http://www.indiegames.com/features/index2.php?c=ad&y=2008&gid=0

Congratulations!  ;D

93
Game announcements / Re: Asylum
« on: January 19, 2009, 12:50:55 AM »
Will this be a humour game like "Edna breaks out" ("Edna bricht aus", not sure if its released outside of Germany) which also plays in and outside an Asylum? http://www.mobygames.com/game/windows/edna-bricht-aus/screenshots

Or is this more of a serious game? (the corpse is suggesting that)

I like your attached scenes, nice art :) If your game has a serious setting you really should try to get into 2.5D, that would be more fitting in my opinion (provided you find someone who can do it properly)


94
Software and games / Re: Machinarium
« on: January 13, 2009, 04:41:10 AM »
I don't think they use WME, that's why I put it in the General Category :)

But I agree with you, it looks great!

EDIT: I think it's Flash, kinda like this game from them: http://amanita-design.net/samorost-2/
I didn't even know Flash can do this :)

95
Software and games / Machinarium
« on: January 13, 2009, 02:27:50 AM »
I just found this and thought I should share it with you guys. I can't wait for it! The game is called "Machinarium"

More Information, Artwork and Video is here:
http://www.machinarium.com/

I love it already. It reminds me in its unique style a bit of "Woodruff and the Schnibble" - I'm sure some of you will remember this awesome classic. Though Woodruff is a king of it's own, surely.

I am looking forward to it. I had the idea for a robot adventure myself a while back, but I scrapped it - and it's nice to see someone else got the idea too and realizes it :)

96
Community bulletin board / Re: WME is 6 today
« on: January 12, 2009, 10:00:12 PM »
Happy Birthday, Dear Wintermute =)

97
Technical forum / Re: particles following mouse
« on: December 24, 2008, 10:51:23 PM »
I think you were right with the window access. I got it to work now.

I need to wrap it up now and reproduce it then I'll put a source project here

UPDATE:
Okay here is the source project: http://emotion-pixels.com/ftp/wme_particlecursor.rar

However I experienced performance problems (I am unsure if it's how I did it or if it's because of the particle I am using for my tests)
and of course it could need more tuning depending on what you would like to have for example a trail on your mouse.

Maybe we get this particle thing developed further, maybe not - but I think it's a nice start to have for anyone who wants this and to expand it.

Thanks to Catacomber for the very helpful assistance and trying around too :)

98
Technical forum / Re: particles following mouse
« on: December 23, 2008, 03:04:45 PM »
Wow thank you Catacomber, with your changes it now follows the mouse! Only problem is to cast the particles now but I am pretty sure that after a bit more trying around this can be found out as well. It should not be too hard since we got it in our scenes to work as well...


You are right it might be too distracting for some scenarios. But it can't hurt to have it in your resource box, can it? I've seen this thing in some games and with the right game setting and the proper particles and balancing it really can add a lot of atmosphere and experience to the player, since he uses the cursor most of the time. For me personally I have an more darker setting and I am really not sure how it would fit into my game. But I want to try and see how it looks and I could use it for eventual later games with another setting. Also I thought it's a good general thing to have here for anyone who want to or needs it :)

If we are unable more progress I will write to Stucki, in the meantime I try around some more I have the feeling it's just a tiny step missing to solve this completely.

99
Technical forum / Re: particles following mouse
« on: December 23, 2008, 01:23:30 AM »
Thank you very much catacomber, now I have the particle system in my own project. You don't really need "emitter.script", but other than that it's exactly as you said. I spent a lot time to find out why the particle demo can use just this single file and I found out you just need particles.script in your particles folder. Then in your .scene with SceneEdit click to your Region Entity that has the Name "Emitter". In the properties window click Scripts... and then "Attach existing script" (the folder icon) and select the particles.script. You don't need emitter.script :)

I played around with the particles a bit, very nice.

But I have made no progress with the particles following the mouse here :( I'm trying around but it fails yet.

Hmm... I now have the smily entity but it doesnt emit my particle. And neither does it follow my mouse... here is what I have so far:
particles/particle.script from the demo. I added my particle based directly on the smoke particle. I will make bold whatever I think is important and might cause problems:

method CursorParticle()
{
  this.DeleteParticleEmitter();
  this.CreateParticleEmitter(true, MousePosition.X, MousePosition.Y);
 
  var Emit = this.ParticleEmitter;
   
  Emit.AddSprite("particles\cloud.tga");
  Emit.X = Scene.Width / 2;
  Emit.Y = Scene.Height / 2;
  Emit.Width = 0;
  Emit.Height = 0;
 
  Emit.LifeTime1 = 4000;
  Emit.LifeTime2 = 5000;
 
  Emit.Velocity1 = 50;
  Emit.Velocity2 = 70;
 
  Emit.Scale1 = 20;
  Emit.Scale2 = 90;

 
  Emit.Angle1 = 0;
  Emit.Angle2 = 20;
 
  Emit.MaxParticles = 300;

  Emit.Alpha1 = 255; 
  Emit.Alpha2 = 0;
  Emit.AlphaTimeBased = true;
 
  Emit.GenerationInterval = 0;
  Emit.GenerationAmount = 30;

  Emit.AddPointForce("wind", Emit.X - 100, Emit.Y - 100, 90, 10); 
     
  Emit.Start(30000);
}


I got entities/mouse.window with script particles/particles.script
Parentnotify - False
Transparent - True
Menu - False
InGame - True (?? I set this because I want my particle in front of inventory and so on)
PauseMusic - False

Layout
X - 0
Y - 0
Width - 1024
Height - 768



In it is an entity container called particles just as Stucki did.
Scripts - particles/particles.script
X - 70
Y - 50
Entity - entities\emitter_mouse.entity
Disabled - False
Visible - True


In the entity container now the entity emitter_mouse.entity:
ENTITY
{
  NAME="emitter_mouse"
  ACTIVE=TRUE
  X=MousePosition.X
  Y=MousePosition.Y

  SCALABLE=TRUE
  INTERACTIVE=TRUE
  COLORABLE=TRUE
  SPRITE="entities\emitter_mouse\sprites\default.sprite"
  TALK="entities\emitter_mouse\sprites\default.sprite"

  SCRIPT="entities\track_mouse.script"
  FONT = "fonts\outline_red.font"
}


My entities\track_mouse.script
// try to store position here
while(true)
{
   var MousePosition;
   
   MousePosition.X = Game.MouseX;
   MousePosition.Y = Game.MouseY;
   
   Sleep(1);
}


And in my scripts\game.script

// cursor particle
var particlewindow = Game.LoadWindow("entities\mouse.window");
var test = particlewindow.GetEntity("emitter_mouse");
test.CursorParticle();


Those are the errors I get:

02:47:03:  Compiling script 'particles\particles.script'...
02:47:03:    Error@line 220: Variable 'MousePosition' is referenced but not defined
02:47:03:  Compiling script 'particles\particles.script'...
02:47:03:    Error@line 220: Variable 'MousePosition' is referenced but not defined
02:47:03:  Compiling script 'particles\particles.script'...
02:47:03:    Error@line 220: Variable 'MousePosition' is referenced but not defined
02:47:03:  Compiling script 'particles\particles.script'...
02:47:03:    Error@line 220: Variable 'MousePosition' is referenced but not defined
02:47:03:  Runtime error. Script 'scripts\game.script', line 6
02:47:03:    Call to undefined method 'GetEntity'. Ignored.
02:47:03:  Runtime error. Script 'scripts\game.script', line 7
02:47:03:    Call to undefined method 'CursorParticle'. Ignored.
02:47:03:    Error@line 220: Variable 'MousePosition' is referenced but not defined
02:47:03:  Compiling script 'particles\particles.script'...
02:47:03:    Error@line 220: Variable 'MousePosition' is referenced but not defined
02:47:03:  Compiling script 'particles\particles.script'...
02:47:03:    Error@line 220: Variable 'MousePosition' is referenced but not defined
02:47:03:  Compiling script 'particles\particles.script'...
02:47:03:    Error@line 220: Variable 'MousePosition' is referenced but not defined

100
Technical forum / Re: particles following mouse
« on: December 22, 2008, 02:50:47 AM »
Did anyone else manage to do this? I don't really get to figure this and the particle stuff out... it would be a really nice addition to my project though. Can anyone make this as a small source code package to look at, experiment with and learn from?

101
Technical forum / Re: ANN: The future of WME
« on: December 21, 2008, 04:49:41 PM »
Glad to hear you will develop the engine further!

I hope it will have some more 3D Possibilitys like Dynamic Shadows and Shaders. Maybe even just as an optional feature so that the ones who don't need those can disable the enhanced 3D stuff and reduce the system requirements for their game to lower end machines instantly :)

It would be fine with me if the new WME Engine (in case it is stable and feature-rich enough) would charge a bit money for the usage in commercial games OR for support on extra features in form of modules. I love the free aspect on WME 1 but there always are a few things I am missing like different OS compatibility (Linux and especially Mac has great customer bases) and maybe more 3D Formats (.X and the Panda Exporter for 3Dsmax can make me sometimes very angry when nothing really works out as it should. Exporting could be much easier like with non-adventure related game engines)

So if money could help you to bring those things and make WME even more powerful than it already is - I would pay for it and be happy about it. Maybe think about modules for some unique extra features and charge for them. I don't know what would work out the best way for you to get a bit of reward and investment money to develop the engine further.

Sad thing just is Indies don't have much money and they pay hardly, so at least something needs left to be free to try out, the prices shouldn't be too high and there should be somehow more incentive to pay for something.

102
Technical forum / Re: I need brave testers with wide screens
« on: September 25, 2008, 09:28:03 PM »
I'm curious too.

Also what I'd like to know is if I could start a game with the current build and if I can safely upgrade Wintermute + my project once the new build comes out? I'd love to get widescreen support... I hate to play in window mode ;)

103
Ich hätte definitiv auch Interesse am Test, falls das überhaupt noch gefragt ist :)

104
Technical forum / Re: 3D Shadows & Objects
« on: January 19, 2008, 10:04:30 PM »
I am pretty new to wintermute, but I think the problem is because of your model. I had pretty similiar problems when I used a model with bipeds. This model did not had assigned all verticles to the right bones, and I didn't was able to fix it up... however I switched to a model that is made entirely from bones. That worked out for me fine...

I know this is not a great solution, but wanted to say what I experienced with those problems and how I gone through it ;) I guess the real developers can help you more soon about it

105
Community bulletin board / Re: WME BOOK is online
« on: January 15, 2008, 12:12:59 AM »
Just found this 20 minutes ago and started reading. Thank you very much, from what I have seen it is very useful for everyone that is serious on getting into Wintermute :)

Bookmarked it!

Pages: 1 ... 5 6 [7] 8

Page created in 0.116 seconds with 20 queries.