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Topics - creatorbri

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Community bulletin board / Still Active?
« on: January 26, 2011, 05:55:18 PM »
Hi, this is Brian Lacy -- I was the Executive Producer for the adventure game "The Curves of Danger" by (the former) ForeverDream Studios (R.I.P.).

Is WinterMute still an active project?

Software and games / SpiderMonkey?
« on: April 11, 2004, 01:13:44 AM »
At school (instead of doing schoolwork ::)) I've been spending a small amount of time learning about scripting languages and engines, like WME Script. I'm wondering whether WME Script is a completely original concoction built from the ground up by Mnemonic, or whether it is built on an existing engine.

For instance, SpiderMonkey is a JavaScript engine built by the Mozilla team. I haven't learned enough to actually integrate it into a C++ project, but I'm curious if anyone's had any experience using it -- especially whether its somehow related to WME Script.

Technical forum / Attached method executing in parallel?
« on: February 13, 2004, 05:23:54 AM »
Here's my left-click (Interact) handler for a locked chest object:

Code: [Select]
on "Interact"
  // Notebook: Found a very old chest.
  actor.Say ("It's locked!");

Obviously the actor should walk to the chest, and then say his line. But sometimes, he skips the GoToObject entirely and just says "It's locked." It works correctly with every other click... the first click always skips, the second click waits for the GoToObject, the third skips, etc.

I tried replacing the line 3 call to my custom GoToObject method with the standard GoTo, and it worked fine.

Here's the GoToObject method:

Code: [Select]
method GoToObject (theObj)
  this.GoTo (theObj.standX, theObj.standY);
  this.TurnTo (theObj.Direction);
  if (actor.X == theObj.standX && actor.Y == theObj.standY)
    return true;
    return false;
Any ideas what's going on?

Technical forum / Accessing "self.array" in Custom Objects
« on: December 09, 2003, 11:20:00 PM »
I'm trying to access an array inside an object by doing something like this:

Code: [Select]
var tempList = self.ListArray;
// do something with tempList[0]

But the engine hangs. If I comment the first line, it compiles. As far as I can tell this only seems to happen when using self.whatever inside a custom object script, and only when 'whatever' is an array. Regular variables work fine. Is it the same problem as the nested objects, or something different?

Technical forum / Arrays in Custom Objects Invalid??
« on: December 06, 2003, 09:09:12 PM »
I haven't gotten my last issue solved, and now I've run across another. :( I get an error on line 15 in the following code:

Code: [Select]
01 #include "scripts\"
02  // ==========================================
03  // Comment List Object
04  // ==========================================
07  // ==========================================
08  // Properties
10  // Counter
11  self.Count = 0;
14  // Comment Array (last will always be NULL)
15  self.List[0] = null;
17  // Should this comment set be looped? Default is False
18  self.ResetAfter = false;
19  // ============================================
21 // [Methods begin here]
Whats wrong with line 15??

Technical forum / Nesting Objects
« on: December 05, 2003, 11:03:59 PM »
I have a coding question. I want to be able to store objects within objects. I attempted to use nested object notation like this:

Code: [Select]
self.cExamine = new Object ("scripts\comment_object.script");
self.cExamine.Add ("It's an old chest.", null);

But I get an error on that second line. Is there some way to do this without having to separate them like

Code: [Select]
self.cExamine = new Object ("scripts\comment_object.script");
var Temp = self.cExamine;
Temp.Add ("It's an old chest.", null);

Since it doesn't complain about nesting objects within objects, it seems like this should work. Suggestions?

Technical forum / Serious Bug?
« on: December 05, 2003, 06:06:16 PM »
Yeah, well, I upgraded to 037, and now when I run my project, I get massive bands (like, 30-80% of the screen in thickness, height-wise) of pink flashing rapidly in a vertical pattern across the screen!

I tried turning off hardware acceleration, and the only difference is the bands turned black. I tried using Window mode, and with Hardware Acceleration on, it renders OK until I move the window, at which point the whole screen goes either green or pink for a few moments. The only way it works at all seems to be in Window mode with Hardware Acceleration turned Off.

What on Earth!? HELP! I am dead in the water until this is fixed! Whats more I'm worried about possible damage to my video card or monitor, it looks horribly unhealthy.

Technical forum / Character is stuck
« on: October 26, 2003, 04:50:43 PM »
My actor is well inside a walkable region, yet he is unable to move anywhere (he's stuck). Any ideas what kinds of things might cause this?

Feature requests, suggestions / Zoom Feature in Scene Editor
« on: September 06, 2003, 06:28:33 PM »
I'm trying to line up certain regions just right, and it occurred to me that it would be so much easier with the ability to zoom in on the scene, and still see all the lines of your regions, entities, scale levels, etc.

Something to consider for the future perhaps.

Technical forum / Take my character up stairs?
« on: September 06, 2003, 05:12:55 PM »
Mnemonic, are you still working on scale-levels for walkable regions? Stairs are really a pain without them.

Feature requests, suggestions / Precise Status on 3D Actors?
« on: August 23, 2003, 10:29:42 PM »
What exactly is the status on using 3D actors? What was the reason it was removed? What kind of issues are involved with re-adding? Do we have a timeframe? Or is that functionality expected to be re-added at all?

Feature requests, suggestions / Region-Specific Scale Levels
« on: August 07, 2003, 05:17:34 PM »
Wintermute lets you have multiple scale levels, and you can specify a static scale level for regions, but I'd like to be able to define scale levels for regions, as well. For instance, in a couple of scenes in our game there are stairs. Stairs go upward, of course, so they take close to double the Y pixels on the screen, but the actor shouldn't be scaled more than normal, if that makes sense. So you've got to have a region for the top of the stairs where the scale levels are based on a flat surface, and a region on the stairs themselves that weakens the scale percentage. Isn't there a way that Scale Levels could be applied to individual regions, instead of/as well as the entire scene?

ForeverDream Studios is well into production on our flagship project, a completely original, noir adventure entitled "Curves of Danger." In order to speed development, we are seeking the following:

* Experienced Wintermute Developers

* 2D Character Artists

* 3D Background Artists

Curves is an independant, non-profit project, but ForeverDream Studios is a highly ambitious indie dev company that is poised to make history in the game industry. Our dedication to quality is unfailing, and we are looking for talent that will complement that dedication.

If you think you have what it takes to join our team, send the following e-mail
Subject: [Title of the position you are interested in]


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