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Messages - Mnemonic

Pages: 1 2 3 [4] 5 6 ... 382
46
Technical forum / Re: Saving memory using small upscaled images?
« on: July 18, 2014, 12:15:12 PM »
If you don't mind the quality difference then yes, this will save a lot of video memory.

47
Game announcements / Re: Shadow Of Nebula
« on: July 07, 2014, 04:54:08 PM »
 ::thumbup indeed

48
Community bulletin board / Re: Happy Birthday Mnemonic!
« on: June 23, 2014, 07:42:01 PM »
Thank you, guys! ::beer ::beer

49
WME sources discussion / Re: Screen resolution scale down
« on: April 26, 2014, 12:28:48 PM »
I checked your project. Unfortunetely I have absolutely no idea what's happening. The issue is only present in Windows (Linux & Android behave as expected). I don't know whether I have done something wrong (and SDL is gracefully correcting my errors on Linux & Android), or whether it is SDL's fault with the direct3d renderer.
Yeah, there seems to be some alpha issue in Direct3D mode in fullscreen. I think meta encountered it as well. Switching to OpenGL renderer fixed the problem. So I suppose meta's fork uses OpenGL while your testing executable doesn't.

50
Without sound, though.

51
WME sources discussion / Re: Screen resolution scale down
« on: April 15, 2014, 05:54:30 PM »
Ok, apparently bass_fx.h, which meta is using, is not part of the standard BASS distribution (I haven't noticed that before, sorry).
You will need to download it from the BASS Add-ons page: http://www.un4seen.com/bass.html#addons (look for BASS FX).
Then copy bass_fx.h to the dep\bass\include directory and bass_fx.lib to dep\bass\lib directory.

Vanilla WME Lite is not using this add-on, therefore these files are not included with the dependencies.

52
Game announcements / Re: Helga Deep in Trouble
« on: April 09, 2014, 05:24:25 PM »
Hey, glad you had fun playing the game! "Any Similarity to Persons Living or Dead Is Purely Coincidental" ;)

And for the others reading the thread: Forgot to mention the full game is now available for everyone, download it HERE!

53
Technical forum / Re: Picture/Sprite when loading
« on: April 09, 2014, 05:19:30 PM »
You can't do it like this, the game loop and the event handlers must be in a script that's attached to the Game itself. Now you moved it to some scene that will cease to exist almost immediately.
Keep most of the stuff in game.script. Only move the LoadActor to the loading scene, because that will be the most time-consuming part.

54
Technical forum / Re: Saving memory using repeated images?
« on: April 09, 2014, 05:13:57 PM »
A single image is always loaded only once, no matter how many times it's referenced by various game objects.

55
Technical forum / Re: Scale the response window
« on: March 31, 2014, 06:17:21 PM »
Just before you call Game.GetResponse(); i.e. the moment when the responses are added and you are about to display the response box.

56
Game design / Re: Animated Game Characters - InDee Toons Kickstarter
« on: March 31, 2014, 07:05:26 AM »
These are related to game development, hence they are not considered  spam. If they were advertising shoes, that would be spam.

57
WME sources discussion / Re: Screen resolution scale down
« on: March 24, 2014, 06:02:08 PM »
Bass library is included in the dependencies package.

58
Scripts, plugins, utilities, goodies / Re: Steam plugin
« on: March 24, 2014, 04:38:08 PM »
Did you define the achievements on your steam project page? Those achievements names ("achievement_2") need to be present in steam's database.

59
WME sources discussion / Re: Screen resolution scale down
« on: March 22, 2014, 03:36:38 PM »
You need the dependencies (3rd party libraries used by WME Lite). You can get them here: https://bitbucket.org/MnemonicWME/wmelite/downloads
The instructions outlined HERE still apply, no matter if you use vanilla WME Lite or meta's fork.

60
Development / Re: Using more SDL projects?
« on: March 22, 2014, 12:53:11 PM »
Sounds good to me! As long as the change really happens in just the two classes this should be easy enough to maintain.
Possibly less disruptive for starters might be to keep the BASS files where they are now and only add the subdir for SDL_mixer, so that we don't have to change all the existing project files for win/osx/ios.

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