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Messages - ClémentXVII

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1
Technical forum / Re: The most effective way to program dialogue
« on: December 16, 2004, 08:04:55 AM »
What about this:

Writing the dialogue in an XML format -->

* a dialogue schema would define how a dialogue can be written, and XML files would have to validate against that schema.
* sentences could have an attribute "condition", which is a numeric (hex?) code which could be checked against some variables that have been set before, in order to decide whether or not it is relevant to display the dialogue option

Having dialogues in XML format could even ease the development of dialogue (even without a real dialogue editor), by using an XML editor that is able to create a document from a schema.

The only thing that would then be needed, is to write a parser dll to display the dialogue correctly.

I'm currently researching an optimal schema, and if I found something good, I'll keep you posted! :D

2
Feature requests, suggestions / Re:MIDI?
« on: July 02, 2003, 12:55:40 PM »
Quote
Is it really comparable with DirectX (speed and functionality!) ?

Considering all the Linux ports of current games (Neverwinter Nights, games based on ID Software's Quake III engine like wolfenstein, medal of honor, UT2K3,...) are using SDL (because DX isn't available on that platform), I'd say yes.


3
Feature requests, suggestions / Re:MIDI?
« on: July 01, 2003, 03:23:49 PM »
Really? :-\

4
Feature requests, suggestions / Re:MIDI?
« on: July 01, 2003, 03:12:41 PM »
By Linux games, I mean games I bought (Neverwinter Nights, Wolfenstein,...) or GPL games (see http://www.happypenguin.org/ ).

I don't have 'Linux-specific' CD's, but they are needed to install the game with the game binaries, often found on the game's homepage, on the CD or on icculus's website.

I guess I'll try to make my hands on DirectMusic, and maybe try SDL later on... the structure shouldn't be too different ;-)

5
Feature requests, suggestions / Re:MIDI?
« on: July 01, 2003, 10:11:29 AM »
I know about it, it's even used extensively by all my Linux games ;-), but I didn't find any info or tutorial about playing MIDI files on their site.

Eg: does SDL connect automatically to the MIDI sequencer, or do I have to connect it myself?


6
Feature requests, suggestions / Re:MIDI?
« on: July 01, 2003, 06:23:36 AM »
Thanks, now that the holidays are there, I'll be able to look into it!

Mnemonic, I suppose you're using DirectX to program WME? So using DirectMusic is not a 'bad' thing for loading music files, no?

7
Feature requests, suggestions / Re:MIDI?
« on: April 30, 2003, 09:25:09 PM »
Cool, thanks!

8
Feature requests, suggestions / Re:MIDI?
« on: April 28, 2003, 09:06:05 PM »
Of course, if you're talking about 'commercial' games ;-)

What's nice with playing music in another format (MIDI/MOD) is that the music/speech volume can be adjusted separately, from the windows mixer... this would save some problems when the sounds would e.g. be too loud in comparison to the music...

9
Feature requests, suggestions / MIDI?
« on: April 26, 2003, 04:25:07 PM »
Err.. sorry if this has already been posted, but I couldn't find any references to it...

Is there any MIDI playback possibility with WME? Or do we have to write our own dll to play these sounds?

The advantage of MIDI is that files can be really small while maintaining some good quality...

10
Feature requests, suggestions / Re:DirectX ... OpenGL/SDL?
« on: February 23, 2003, 09:31:01 AM »
It could be possible to have just one executable, but the engine would have to be written in managed C++ or C#...

There is an Open-Source implementation of the new .Net framefork from MS, called Mono, which has some cool features... imagine running exactly the same executable on all three machines...

But the interface would have to be written in Gtk#, which doesn't have many advanced features yet... wait and see?

11
Technical forum / Scaling actors?
« on: February 13, 2003, 08:48:46 AM »
Hi,

Is it possible to make actors look smaller in the background, and scale up when they come in the foreground?

Should I define 'scaling' zones in the scene editor, or how does it work (or not)?

12
Game announcements / Re:New graphical adventure
« on: February 03, 2003, 11:48:02 PM »
It certainly looks promising!

13
Technical forum / Walking Behind objects...
« on: February 03, 2003, 11:46:33 PM »
Hello,

In order to make some tests for a game, and because I'm not the artists type, I use some backgrounds from Monkey Island to make Molly visit Puerto Pollo...

The question is: How can I ensure that the actor walks behind objects that are on the front pane (e.g. trees, bushes). Do I have to select the tree as a region?

Is there something as a 'Z' buffer equivalent?

Or do I have to cut the tree out of the picture, and insert it as an object into my scene?

14
Feature requests, suggestions / Re:Speech question
« on: January 26, 2003, 09:22:07 PM »
Ogg is supported, but I don't know about the vox thingie ;-)

15
Feature requests, suggestions / Re:DirectX ... OpenGL/SDL?
« on: January 24, 2003, 02:05:42 PM »
Great! :D

So there IS a chance (even a small one) that one day, we'll be able to create games and build them on Linux ;-)

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