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Messages - Schnuffel

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31
Fixed / Re: TTF problem
« on: December 18, 2007, 03:17:31 PM »
Hm, apparently I was wrong - this is not exclusive to TTFs. I tried my own bitmap fonts as a workaround and WME crashed again. It seemed to work with the standard bitmap fonts, though (outline_red.font, outline_white.font, sserif.font etc.). So I copied 'outline_white.font' and renamed it to 'response.font', then assigned it as before:

Code: [Select]
// fill the response box
Game.AddResponse(0, Responses[0], null, null, null, "fonts\response.font");
Game.AddResponse(1, Responses[1], null, null, null, "fonts\response.font");
Game.AddResponse(2, Responses[2], null, null, null, "fonts\response.font");
Game.AddResponse(3, Responses[3], null, null, null, "fonts\response.font");

And it crashes again. Even though the font is an exact copy of one that works, just the filename is different. Does your bugfix cover that?

I'm out of workarounds now...

Edit:

Ah, okay... so it's also important which fonts are set as defaults for the response box. If a font isn't one of the response box defaults, the system font or the video font, it won't work. Well... enough for a workaround until the next WME version :)

32
Fixed / Re: TTF problem
« on: December 17, 2007, 10:17:59 PM »
God, you're fast :o Thanks :)

33
Fixed / TTF problem
« on: December 17, 2007, 08:51:55 PM »
This is strange: I wanted to grey out or "soft delete" dialog responses that have already been used, so I assigned a different font to them - and WME kept crashing on me. So I tried my code on the wme_demo and it boils down to some TrueType issue, I think.
Take the 'oldguy' entity in the wme_demo, for example:

Code: [Select]
// fill the response box
Game.AddResponse(0, Responses[0], null, null, null, "fonts\truetype.font");
Game.AddResponse(1, Responses[1]);
Game.AddResponse(2, Responses[2]);
Game.AddResponse(3, Responses[3]);

This works fine. Then I added the font parameter to the second response, too:

Code: [Select]
// fill the response box
Game.AddResponse(0, Responses[0], null, null, null, "fonts\truetype.font");
Game.AddResponse(1, Responses[1], null, null, null, "fonts\truetype.font");
Game.AddResponse(2, Responses[2]);
Game.AddResponse(3, Responses[3]);

Now when you select the first response, WME will crash. This only happens on the first response, though, only with truetype fonts, and only if a TTF is assigned to any other response except (or besided) the first one.

Took me 3 hours to realize :-\

34
Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: December 17, 2007, 11:30:26 AM »
Ich antworte mal auf Englisch, der Fairness halber. Wär ja sonst unsportlich ;)

Ursula 1000 has modern beats and goes electronic sometimes, but I was referring to the underlying style which is usually very retro. If you think you can pull that retro style off then I'd love to listen to an example, yeah. Get in touch with me.

I listened to the music on your myspace profile, and I like 'Wahlloses Geplaenkel'. It doesn't fit in with the game itself, but it would be a perfect background music for extra features. Tutorial videos? Videos with concept artwork? If I do something like that I'll come back to you :)

35
Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: December 13, 2007, 03:35:32 PM »
Thanks :) I love NOLF and its style.

About 40% of the game are completely playable and I plan to reach 100% by march / april 2008. I'll also need a composer and voice actors, and there's still a lot of character animation to be done. Since I'm doing this alone and in my spare time, it will take a while.

I'll release the game once it's all done. Given the compact length of the game a demo wouldn't make a lot of sense. ;)

36
Game announcements / Dirty Split - Announcement (image heavy)
« on: December 13, 2007, 01:06:12 PM »
Hello muties,

I'd like to announce my work on Dirty Split, a detective story set in the early 60ies. Alan Baxter, a private investigator, is commissioned to investigate the murder of a plastic surgeon. A prime suspect is soon found and everything seems to fall in place, but somehow there seems to be a lot more to the story...

Inspired by the work of Josh Agle a.k.a. SHAG this game tries to revive the buzzing and stylish life in the 60ies. And to be fun to play along the way :)
The game will be released on my website for free download, and maybe also in an extended full speech version + extras on CD at cost price (depending on how well it is received).

Screenshots:


Key features:

  • surprising original plot
  • resolution of 800 x 600 (with a couple of scrolling screens)
  • about 23 screens
  • 19 interactive characters
  • german and english version

Actually, I'm looking for a talented music composer to lend the game some catchy tunes that fit the style of the era. Something jazzy, funky, classy, yet unobtrusive. Think 'Ocean's Eleven', Nicola Conte, Ursula 1000 or Pink Martini, for example.

- Uwe

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