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Messages - Mnemonic

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5686
General Discussion / Re:New download idea...
« on: February 12, 2003, 09:26:34 PM »
True, but I'd have to make some kind of contents file/frame, CHM handles the contents differently. Anyway, I'll be working on the docs in the near future (I must fill up the empty spaces :)) so maybe I'll make an online version then...

5687
General Discussion / Re:Why WME?
« on: February 12, 2003, 11:29:06 AM »
I'm not convincing anyone to use WME, there are many engines out there to choose from and all of them are great (and all of them have their pros and cons...). Some people like WME the best, because it offers them a good ballance between ease of game development and flexibility for non-standard operations. Some people like the speed, provided by the 3D acceleration, etc.
But the final choice is yours. If you are serious about an engine choice, you should download them all and test them for a while, because *you* are the one who's gonna use the engine, it must suit *your* needs, and people's needs are very individual.

And to your last question, no, I don't think WME is a good choice for a total non-programmer. Although you are provided with prefabricated scripts and basic operations can be achieved by a few simple commands, you'll probably realize you need to do some complex actions in your game and those will definitely require you to do a good deal of scripting (unless you are going to make a very simple game...).

Well, it would be nice if people who are actually using WME write here their opinions. What they like, what they don't like, what is their experience compared to other development systems... You can hardly expect me to be truly objective on this matter :)

5688
General Discussion / Re:New download idea...
« on: February 12, 2003, 11:08:14 AM »
Well, the docs are 4MB big, IMHO that's not *that* much to download. And the CHM format gives you much better comfort than an on-line documentation.

5689
Technical forum / Re:System requirements?
« on: February 12, 2003, 11:03:50 AM »
Try it yourself. I tested the WME demo on my crappy old computer @ work (Celeron400, TNT2 M64, 128MB RAM), it's a bit slower in the windowed mode, but it runs flawlessly in full screen. Plus, the renderer has been further optimized in my current working version of WME, so it should be even faster now.

5690
Technical forum / Re:What language have you use to make Wintermute?
« on: February 08, 2003, 10:03:10 AM »
C++

5691
Feature requests, suggestions / Re:Low level events
« on: February 06, 2003, 11:28:15 AM »
Yes, you are right. This could be handy sometimes. I'm adding it to my TODO list :-)

5692
Technical forum / Re:Put an inventory icon on the screen
« on: February 06, 2003, 11:26:47 AM »
I don't think the entity is the right solution here, because the entities are part of the scene. A "window" would be much more suitable for this. Just create a transparent window, covering the whole screen, and the window will containt one button (-> your inventory icon).

Something like this:

Code: [Select]
WINDOW
{
  X = 0
  Y = 0
  WIDTH = 800
  HEIGHT = 600
  TRANSPARENT = TRUE
 
  BUTTON
  {
    NAME = "Inventory"
    X = 20
    Y = 20
    IMAGE = "inventory_icon.bmp"
    SCRIPT = "blah.script"
  }
}

You will then load the window in game.script using

Code: [Select]
var WinInventoryIcon = Game.LoadWindow("blahblah.window");

5693
Technical forum / Re:Walking Behind objects...
« on: February 04, 2003, 03:04:05 PM »
[quote author=Cl

5694
Game announcements / Re:New graphical adventure
« on: February 03, 2003, 07:12:21 PM »
You bet we like it! At least *I* certainly do.

5695
Technical forum / Re:Some bugs
« on: February 03, 2003, 09:58:01 AM »
Thank you! I'll look into it.

A single Talk command can be skipped by left clicking the mouse. I will make it configurable which mouse button skips the talk line (suggested by Jeroen).

5696
Feature requests, suggestions / Re:Next Release - with Alpha Channel?
« on: February 03, 2003, 09:54:04 AM »
Sending you an e-mail...

5697
Technical forum / Re:Problem
« on: February 02, 2003, 04:12:38 PM »
That's not true. I'm constantly working on improving the engine. Currently I'm doing extensive changes to the rendering subsystem (TGA/alpha channel support, texture caching, support for older videocards) so hopefully the next engine build will be more tolerant to different hardware configurations, including yours. Sorry if it takes longer than you've expected but I can only work on WME at the weekends :(

5698
Technical forum / Re:ploblem
« on: January 31, 2003, 08:18:24 AM »
OK, look in the same folder where your project file (.wpr) is located. There should be a log file "wme.log". In this file the engine should have written what went wrong (you are probably referencing a non-existent file or something like that). Or send me the file to mnemonic@centrum.cz and I'll check it out.

5699
Technical forum / Re:Problem
« on: January 30, 2003, 03:30:50 PM »
P.S. : sorry jan , that we speak dutch here (only for this post)

No problem. Just don't expect me to join the discussion ;)

5700
Technical forum / Re:about the ACTOR object...
« on: January 30, 2003, 03:29:54 PM »
Can i have an unlimted number of actors in my scene/project?

There's no hardcoded limit, but you should limit the number of actors appearing simultaneously in one scene, because one actor typically takes up a lot of memory.


Maybe, for my version of the Old Guy I can make an actor that only has a walk animation in one direction? Does it have to be a fully-assmbled actor like MOLLY? I'm guessing not.

You'll need to set all the eight walking animations to one sprite.
Anyway, actors definition will probably change a bit in some future release of WME. I'm not satisfied with the current state.

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