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Messages - SBOVIS

Pages: 1 2 [3] 4 5 ... 27
Technical forum / Re: Language string file issue
« on: August 01, 2007, 09:07:09 PM »
G2GAMES are publishing it, Czech, French, English, German, Spanish, Italian, Russian so they say.

Technical forum / Re: Language string file issue
« on: August 01, 2007, 08:50:33 PM »
AHHHHHH thaks it was the UTF-8 file format, I had it as unicode....sorry should of checked this.

Many thanks.  ::rock

Technical forum / Language string file issue
« on: August 01, 2007, 05:40:27 PM »
     I have just got my string file (created by the string file manager) translated into Czech but when I point project manager to it the and try to run the project I get a WME error message and it crashes. The log says nothing regarding the new string file.

It is in the correct format, would this be a system font issue?

Please help as I have tried everything I can think of.

MAny thanks 

Done / Re: Localisation string file with Male and female prefix
« on: July 27, 2007, 02:15:12 PM »
yes I read this, but think it still would be good to highlight this issue of Male and Female dialect in some languages. As most would not think of this issue when creating multi langauge versions with this utility.

But now I know, reading that again with the isuue highlighted to me by my publishers localisation team, I can see that it could be done, if be it very manual with this utility.

Thanks Mnemonic for this.

Done / Re: Localisation string file with Male and female prefix
« on: July 27, 2007, 02:02:03 PM »
ah I see well this was not explained properly then, as I thought the whole idea was to tag the lines and number them. Maybe a tutorial on usage of this utility with this in mind would help.  ::beer

Done / Localisation string file with Male and female prefix
« on: July 27, 2007, 01:10:05 PM »
     As anyone who has used the string file for localisation of multiple langauges will know that you have to edit the file to indicate whether the text is male or female in the respect of properly changing from one language to another. For example English to French.

I have had to do this for my publishers localisation team, but manually going through thousands of strings (in my case) could of been avoided if the SYS tag also held a prefix of (M) or (F) or even (S) for system text.

So I would ask for the string table manager to have this included prior to making the file and updating a project. In fact the more prefixing the better and easier for localisation.

Many thanks

Game design / Re: Dungeon Master WME?
« on: July 04, 2007, 07:33:14 AM »
oh ok, thanks odnorf for the heads up  ::rock

Game design / Re: Dungeon Master WME?
« on: July 04, 2007, 07:10:47 AM »
Thanks metamorphium,
                               So I would have 3 actors (all invisible) which would use 3 inventories by default in WME? Coooool this would help, did not know this.

Regarding the world I was thinking of one scene broken down into views in a wrap around 360 background, this way the player could look all the way around (turn on the spot) the right end of the screen would wrap to the left end (if possible???)  :D

This way items and monsters in the scene would occupy one space rather than 4 seperates scenes for one room - front, left, right, behind

Thanks for your thoughts..........anyone else got any ideas to do this??

Game design / Re: Dungeon Master WME?
« on: July 03, 2007, 03:39:34 PM »
Thanks Mnemonic,
                          I have been looking more closely at this and it seems the main issue would be the stats screen and seperate inventory for 4 team members and the magic system would be a tough nut to crack too.

I think visually there is no problem, in fact WME could add more to the original with better closeups and animations. Sound wise too WME, could do a better job.

But at the moment it looks promising.

Game design / Dungeon Master WME?
« on: July 02, 2007, 12:06:38 PM »
Hi all,
        Is it possible do you think that a Dungeon Master clone could be create dusing WME?
I think it could be, but wanted to know what you all thought and ideas about how to go about it.

I was thinking of scenes as views of a room, turn on spot etc and then multiple inventories for 4 champions that your team is made up of, team stats etc

Your thoughts would be appreciated.

Many thanks

Game announcements / Re: LIMBO of the LOST - 3D screenshot Gallery!!!
« on: June 30, 2007, 10:11:25 AM »
For Greece and med you will have to buy on the net, main countries are as follows in the following order: -

North America

Thanks for your comments

Game announcements / Re: LIMBO of the LOST - 3D screenshot Gallery!!!
« on: June 29, 2007, 09:07:55 PM »
Well if you count 6 levels worth, plus cut scenes, end / intro sequences and closeups of every item the player picks up the screens would come close to that, actual wintermute scenes were more like 350 ish. hahahahahahahaha

the game has about 50 Npcs (each with their own vocals), 2400 lines of localised speech, 9 music scores, about 5000 frames of animations and weighs in at a hefty 2gb of data. It was near on 4gb before transfering animations to Theora, which cut it down big time!!

The project also has a 35 min DVD video showing the intro and special making of features, in dolby II audio.

It took 3.5 years to create.............and yes I am very glad it is over hahahahahahahaha but I learnt alot for future projects.

Thanks for the interest and the past help. ::rock

A donation will be sent to Mnemonic on the receipt of our first 6 month royalty cheque from G2 GAMES.

Game announcements / LIMBO of the LOST - 3D screenshot Gallery!!!
« on: June 29, 2007, 12:14:34 PM »
Hi all,  ::wave

       Here is a nice taster for all you Wintermutes,

The gallery is in 3D and you can walk around and look at concept art and screenshots from the forth coming game to be released in August.

Hope you like it.

Here is the link -;7915436;;/fileinfo.html

Hi all,  ::wave

         Well my project has gone Gold and with the publishers so I thought I would share with the community a utility that we used to help layout the design etc


I used this to layout end sequences, intro sequences and set pieces in the game, as well as character conversations. Very handy and completely free!!

Hope this helps some of you and happy designing!!!

 ::beer  ::rock

Technical forum / Re: String file & table manager
« on: June 08, 2007, 05:25:42 PM »
Then why did I put HAHAHAHAHAHAHAHA at the end of my last post??? you lot need to get out more!!!  ::beer have a good weekend!!!

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