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Messages - Mnemonic

Pages: 1 2 [3] 4 5 ... 382
WME Lite / Re: 64 bit apps?
« on: July 17, 2015, 07:33:10 AM »
btw wmelite build is broken, could you commit the missing file, please?

Technical forum / Re: Clarification on save system?
« on: July 01, 2015, 04:34:55 PM »
Yes, WME saves the entire game context for you, you don't need to worry about it.

Development / Re: MAc dependency update
« on: June 23, 2015, 06:54:20 AM »
Unfortunately I don't have a working Mac at my disposal at the moment :(

Technical forum / Re: invalid image for thumbnail
« on: June 19, 2015, 09:34:55 AM »
If the saved game thumbnails are enabled in project settings, the screenshot is taken automatically when you call Game.SaveGame() and it's stored in the saved game file. Only if you want to take the screenshot explicitly at other time, you'd call Game.StoreSaveThumbnail(), but that's optional.

The thumbnail image works just like any other image (sprite) in WME, only instead of using the image path (such as "path\whatever\image.png") you use a filename such as "savedgame:0". WME will detect this special image path, and instead of using a physical image file, it will extract the thumbnail from a given saved game slot (slot zero in this case).

Scripts, plugins, utilities, goodies / Re: Steam plugin
« on: June 04, 2015, 05:49:08 PM »
1) Yes.
2) Yes. If you do that, ProjectMan will include the plugin with the final build. Otherwise you'd need to copy the file yourself.
3) Yes, you need to install steam_api.dll with your game.

Technical forum / Re: Slider problem
« on: June 04, 2015, 05:44:58 PM »
This is the settings window used in Helga:
If you copy it to your project, it should just work. You can use it as a starting point.
To fine-tune the sliders to your art, edit the thumb.script file and change the three values, MinX, MaxX and PointerOffset. These are the bounds of the slider (relative to window position) and the offset from the thumb's X position to mouse pointer.
I hope it helps.

Technical forum / Re: Loop speed
« on: May 13, 2015, 08:19:32 AM »
Ok, let me explain how game rendering typically works - it runs in an endless loop that looks like this:
 - update the game state
 - render the result to screen
 - update the game state
 - render the result to screen
The frequency of those updates depends on hardware. If the game runs in fullscreen with vertical synchronization (vsync) enabled, it usually renders 60 frames per second (because the refresh rate of most LCD displays is 60Hz).
That means the game state (animations, scripts etc.) is updated 60 times per second (that's 16.67 milliseconds per update).

Soooo, if your script says "Sleep(1)", i.e. "wait for one millisecond", it has to wait for the next update, that is at least 16.67 milliseconds (if your game runs at 60 frames per second). In other words, using these tiny fractions of time while calling Sleep() is not a good idea. Change your logic to use larger time values (it's really not necessary to update the iventory position every millisecond anyway - even if the hardware was be able to display it, your eye wouldn't be able to see it :)).

Technical forum / Re: Strange slow down
« on: April 29, 2015, 07:14:25 AM »
And the game framerate is normal?
The walking speed of 2D characters is dependent on the "Move" values in walking sprites (check the walking animations in SpriteEdit).

Technical forum / Re: SceneEdit crashes
« on: April 16, 2015, 08:28:48 PM »
Try this: run SceneEdit (just run the program without opening any scene). Go to Tools -> Engine settings and uncheck "Use hardware acceleration". It will reduce image quality significantly, but it might prevent the driver crash.

Unfortunately your GPU is quite old and nvidia doesn't release new drivers for it anymore :(

Technical forum / Re: moving characters together
« on: April 13, 2015, 08:00:11 AM »
Instead actor.GoTo() use actor.GoToAsync(). That one doesn't block the script execution until the action is finished.

Code: WME Script
  1. actor1.GoToAsync(100, 200);
  2. Sleep(1000);
  3. actor2.GoToAsync(100, 200);
  4. Sleep(1000);
  5. actor3.GoTo(100, 200);

This will send the three actors in 1 second intervals.

General Discussion / Re: Future of WME
« on: February 12, 2015, 06:37:28 PM »
It also ships with a DirectX SDK by default, so all the requirements to compile WME should be included.
The former DirectX SDK is now part of Windows SDK. Sadly, the Windows 8 / 8.1 SDK that ships with VS2013 dropped the D3DX utility library, which WME uses (thanks once again, Microsoft!). This article gives some hints on how to replace D3DX with alternatives, but it would probably require quite a lot of work.

Technical forum / Re: Command line package compilation
« on: November 15, 2014, 02:10:06 PM »
That's very cool. Something I wanted to do for ages, thank you!

Technical forum / Re: Malicious Download Warning
« on: October 29, 2014, 03:23:29 PM »
You'll have to ask Google... Specifically, add your site to Google Webmasters Tools and check the security section. Some people report that merely adding their site to GWT made the problem go away in a few days.

However, in your case the download is hosted on an external site so I'm not sure if the method works.

WME Lite / Re: WMELite settings.xml handling
« on: August 13, 2014, 07:56:45 AM »
The idea in WME Lite is that the engine only ever works with the settings stored in user's profile directory.
The "local" values, i.e. the ones stored in a file which is in the game directory are meant for temporarily overriding some settings, mainly for debugging purposes.

It does not map to the LOCAL_MACHINE / CURRENT_USER logic in Windows, rather it maps to the registry/wme.ini logic in the original WME - normally WME only works with registry settings, but you can override those by placing wme.ini file to the game directory.

Community bulletin board / Re: Let's taq steam WME games
« on: August 09, 2014, 07:45:53 AM »
But perhaps we should start a new thread with the summary of greenlight games so that people can easily vote for them.

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