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Messages - diegoquarantine

Pages: 1 [2] 3 4
16

Ok, then the main build of WME lite is suporting theoras for PC, Mac and IOs?  This is GREAT!

Then to be able to port to Mac and IOS, I should get a Mac running on Mavericks and compile with the last XCode following these steps?.

Quote
Mac OS X

Obtain sources from Mercurial repository: https://bitbucket.org/MnemonicWME/wmelite/
Download dependencies for XCode (dep_xcode.zip): https://bitbucket.org/MnemonicWME/wmelite/downloads
Unpack the dependencies to xcode/dep directory.
Copy your game package (data.dcp) to xcode/wmelite directory (note: if your game package uses a different name or if you need to use multiple .dcp files, you will have to modify the xcode project).
Open the project file (xcode/wmelite/wmelite.xcodeproj) in XCode and compile.
iOS

Obtain sources from Mercurial repository: https://bitbucket.org/MnemonicWME/wmelite
Download dependencies for XCode (dep_xcode_ios.zip): https://bitbucket.org/MnemonicWME/wmelite/downloads
Unpack the dependencies to xcode-ios/dep directory.
Copy your game package (data.dcp) to xcode-ios/wmelite directory (note: if your game package uses a different name or if you need to use multiple .dcp files, you will have to modify the xcode project).
Replace Default.png and IconXXX.png images in xcode-ios/wmelite with your custom graphics (Default.png isn't mandatory, you can delete it).
Edit Info.plist and change at least the "CFBundleIdentifier" key to your company and product name (edit: in XCode 4 you can change the properties directly in XCode, no need to edit Info.plist manually).
Open the project file (xcode-ios/wmelite/wmelite.xcodeproj) in XCode and compile.

THANKS!!

17

Hi,
We have our game in the final stages of bug fixing and detail tweaking.  So we need to start porting it to Mac, IOS and Android. Being most important the MAc and IOS releases.
We don't have much idea on how to do this and we prefer to focus our energy on the second episode of the game than dealing with something we don't know.
The game is fully 2D, the only big challenge we face is video playback, which is not supported by WMElite apparently. So we're going to have to think of a work around or maybe develop this area ourselves. One idea is to convert all cutscenes to scripted scenes with sprites with animated frames, which is going to make the game much heavier in terms of disk space. The oter is to completely change the style to something more comic book and release a different version of the game for mobile platforms. Something I would really not like to do.
But apart from that, I think the process will be straight forward.
The game size is 650mb - full 2D - and in 1280x720 -
Interested developers contact me by PM for more details and start budgeting a Quote for the job.
Thanks!
DM.

18

Thanks this solved the problem. The other errors were for miss understanding some of the app package naming changes on the folders from my part.
Now it says no errors.
I successfully build a first APK.  But still can't play the game on the emulator. I built a "Nexus7" like emulator to test. I'll see what else can find.
Thanks!

19
Help wanted and offered / Re: Finding graphic artists
« on: April 17, 2014, 06:08:19 AM »

Hi, we are a team of artists with a lot of experience in adventure games. Take a look at our website.
Thanks.
http://www.thequarantinestudio.com/

20
HELLO EVERYONE!!
Here am I in the great adventure of making a video game. A bit burn out but so far so good. The vital signs still normal.  ::rock

Ok. I'm in beta with my game and while I find a solution for other bugs, I'm trying to make an APK of my game to try if we can make it work in an android device. 
I followed every step from the documentation.  http://res.dead-code.org/doku.php/wmelite:building
And I released a small android game made in other engine before so I understand some of the process. like building and signing, But I never used Eclipse before.

I'm trying to import the precompiled project from the sources. I placed my game files in the Assets/raw folder and edited the manifest and other .java files. 
The project loads but with under the name of "SDLActivity" and it says it has path issues so it wont compile until I fix this. I´m sure I'm missing to replace the name project somewhere, but I double checked the list and I couldn't find it.

1- Description   Resource   Path   Location   Type
Project 'SDLActivity' is missing required source folder: 'gen'   SDLActivity      Build path   Build Path Problem
2 - Description   Resource   Path   Location   Type
The project cannot be built until build path errors are resolved   SDLActivity      Unknown   Java Problem
3- Description   Resource   Path   Location   Type
Unable to resolve target 'android-12'   SDLActivity      Unknown   Android Target Problem

Any Ideas? someone managed to get through this?. THANKSS!  ::wave

21
Technical forum / Re: Picture/Sprite when loading
« on: April 12, 2014, 06:16:13 AM »
Yeah. That was it. I forgot to turn it back true at the end of the scripts.  Now it's working much great Thanks!!.
The loading screen is a complete freeze,  but at least people now can see that the game is loading, it's better than 30 seconds of pure blackness.

Thank you guys!.

22
Technical forum / Re: Picture/Sprite when loading
« on: April 11, 2014, 04:39:37 AM »
OK, I took from game.script only the loading of the character. And I made my start-up scene a splashscreen scene with WME logo. The sequence loads but when the game starts the cursor is gone and the keyboard is not responding. Maybe something with the #include keys.inc?

Game.script
Code: [Select]
#include "scripts\base.inc"
#include "scripts\keys.inc"

// store some of the game's attributes in global variables for convenience
Keyboard = Game.Keyboard;
Scene = Game.Scene;
InventoryActive = true;


//testing kijal vsync method//

Scene.ScrollPixelsX = 25;
Game.SetVSyncMode=false;
Game.EnableHardwareCursors=false;


// load the right-click menu
global WinMenu = Game.LoadWindow("interface\menu\menu.window");
WinMenu.Visible = false;

// load the "caption" window
var win = Game.LoadWindow("interface\system\caption.window");
global WinCaption = win.GetControl("caption");


global MenuObject = null;

/*
// load our main actor
actor = Game.LoadActor("actors\Ray2D\Ray2D.actor");
Game.MainObject = actor;
*/

// run the "game loop" script
Game.AttachScript("scripts\game_loop.script");

// run the "noise" script
Game.AttachScript("scenes\common\noiseFX.script");



// which scene to load?
Game.ChangeScene(Game.StartupScene);



////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  // what did we click?
  var ActObj = Game.ActiveObject;
  if(ActObj!=null)
  {
    // clicking an inventory item
    if(ActObj.Type=="item" && Game.SelectedItem==null)
    {
      Game.SelectedItem = ActObj;
    }
    // using an inventory item on another object
    else if(Game.SelectedItem != null && Game.SelectedItem!=ActObj)
    {
      var Item = Game.SelectedItem;
      if(ActObj.CanHandleEvent(Item.Name)) ActObj.ApplyEvent(Item.Name);
      else if(Item.CanHandleEvent("default-use")) Item.ApplyEvent("default-use");
      else if(ActObj.CanHandleEvent("default-use")) ActObj.ApplyEvent("default-use");
      else
  {
  Game.SelectedItem=null;
  actor.Talk("/TXT0821/I can't use these things together.");
  }
 
    }
    // just a simple click
    else ActObj.ApplyEvent("LeftClick");
  }
  // else propagate the LeftClick event to a scene
  else
  {
    Scene.ApplyEvent("LeftClick");
  }
}



////////////////////////////////////////////////////////////////////////////////
on "RightClick"
{
  // if inventory item selected? deselect it
  if (Game.SelectedItem != null){
    Game.SelectedItem = null;
    return;
  }

  var ActObj = Game.ActiveObject;

  // is the righ-click menu visible? hide it
  if(WinMenu.Visible == true) WinMenu.Visible = false;
  else if(ActObj!=null)
  {
    // if the clicked object can handle any of the "verbs", display the right-click menu
    if(ActObj.CanHandleEvent("Take") || ActObj.CanHandleEvent("Talk") || ActObj.CanHandleEvent("LookAt"))
    {
      // store the clicked object in a global variable MenuObject
      MenuObject = Game.ActiveObject;
      var Caption = WinMenu.GetControl("caption");
      Caption.Text = MenuObject.Caption;

      // adjust menu's position
      WinMenu.X = Game.MouseX - WinMenu.Width / 2;
      if(WinMenu.X < 0) WinMenu.X = 0;
      if(WinMenu.X+WinMenu.Width>Game.ScreenWidth) WinMenu.X = Game.ScreenWidth-WinMenu.Width;

      WinMenu.Y = Game.MouseY - WinMenu.Height / 2;
      if(WinMenu.Y<0) WinMenu.Y = 0;
      if(WinMenu.Y+WinMenu.Height>Game.ScreenHeight) WinMenu.Y = Game.ScreenHeight-WinMenu.Height;

      // and show the right-click menu
      WinMenu.Visible = true;

      // stop the actor from whatever he was going to do
      actor.Reset();
    }
    // no verbs supported, no menu is needed; just send the RightClick event to the object
    else ActObj.ApplyEvent("RightClick");
  }
}


////////////////////////////////////////////////////////////////////////////////
on "Keypress"
{
  // on Esc or F1 key
  if(Keyboard.KeyCode==VK_ESCAPE || Keyboard.KeyCode==VK_F1)
  {
    // load and display the main menu window
    WinCaption.Visible = false;
    var WinMainMenu = Game.LoadWindow("interface\system\mainmenu.window");
    WinMainMenu.Center();
    WinMainMenu.GoSystemExclusive();
    Game.UnloadObject(WinMainMenu);
  }
}


////////////////////////////////////////////////////////////////////////////////
on "QuitGame"
{
  // on Alt+F4 (window close)
  // load and display the quit confirmation window
  WinCaption.Visible = false;
  var WinQuit = Game.LoadWindow("interface\system\quit.window");
  WinQuit.Center();
  WinQuit.GoSystemExclusive();

  // and if the user selected Yes
  if(WinQuit.xResult)
  {
    // quit the game
    Game.QuitGame();
  }
  // otherwise just unload the quit window from memory
  else Game.UnloadObject(WinQuit);
}


Start-up scene:

Code: [Select]
#include "scripts\base.inc"


Game.Interactive=false;
Game.FadeIn(600);
Sleep(2000);

Game.FadeOut(600);
Game.ChangeScene("scenes\LoadingScene2\LoadingScene2.scene", false, false, false);


on "LeftClick"
{
Game.FadeOut(600);
Game.ChangeScene("scenes\LoadingScene2\LoadingScene2.scene", false, false, false);
}

Second Splash:
Code: [Select]
#include "scripts\base.inc"


Game.Interactive=false;
Game.FadeIn(600);
Sleep(2000);

Game.FadeOut(600);
Game.ChangeScene("scenes\LoadingScene\LoadingScene.scene", false, false, false);


on "LeftClick"
{
Game.FadeOut(600);
Game.ChangeScene("scenes\LoadingScene\LoadingScene.scene", false, false, false);
}

The actual Loading screen where I'm loading the main actor:

Code: [Select]
#include "scripts\base.inc"




Game.Interactive=false;
Game.FadeIn(600);
Sleep(2000);

actor = Game.LoadActor("actors\Ray2D\Ray2D.actor");
Game.MainObject = actor;
actor.Active = false;

Game.FadeOut(600);
Game.ChangeScene("scenes\SelectLanguage\SelectLanguage.scene", false, false, false);


The Select Language screen. The first interactive screen. It appears ok but I have no cursor and the keyboard is unresponsive.

Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene
Game.FadeIn(600);
InventoryActive=false;
actor.Active = false;
Game.RemoveWaitCursor("sprites\system\cur_wait.sprite");
Game.SetActiveCursor("sprites\system\cur_arrow_h.sprite");
Game.LoadWindow("interface\system\SelectLanguage.window");
Game.PlayMusic("music\Nosebound_theme.ogg", true);

Any ideas of what could be happening here?. Thanks!

23
Technical forum / Re: Picture/Sprite when loading
« on: April 10, 2014, 09:54:02 PM »
Thanks, I get what you mean. I'll give it a try.

24
Technical forum / Re: Picture/Sprite when loading
« on: April 09, 2014, 05:27:00 AM »

Hi, I know this is old. But maybe someone used it.

I tried to follow Mnemonic's guide, to make some splash screens for the wintermute logo and our company logo and then  the loading screen. And it works, but when I get to the game, the right buton 3 option menu doesn't work anymore, in fact the keyboard isn't loading also.
I guess it has something to do with the #include "scripts\keys.inc" but I did include those so I don't know.

Here's what I did.
Thanks!

Game.script::
Code: [Select]
#include "scripts\base.inc"
#include "scripts\keys.inc"
Game.FadeOut(600);
Game.ChangeScene("scenes\LoadingScene2\LoadingScene2.scene");


and in LoadingScene2  Scene_init.scr I put::

Code: [Select]
#include "scripts\base.inc"
#include "scripts\keys.inc"

Game.FadeIn(600);
Game.Interactive=true;

// store some of the game's attributes in global variables for convenience
Keyboard = Game.Keyboard;
Scene = Game.Scene;
InventoryActive = true;

//testing kijal vsync method//

if (Game.WindowedMode==false)
{
Scene.ScrollPixelsX = 6;
Game.SetVSyncMode=false;
Game.EnableHardwareCursors=false;
}

// load the right-click menu
global WinMenu = Game.LoadWindow("interface\menu\menu.window");
WinMenu.Visible = false;

// load the "caption" window
var win = Game.LoadWindow("interface\system\caption.window");
global WinCaption = win.GetControl("caption");


global MenuObject = null;


// load our main actor
actor = Game.LoadActor("actors\Ray2D\Ray2D.actor");
Game.MainObject = actor;


// run the "game loop" script
Game.AttachScript("scripts\game_loop.script");

// run the "noise" script
Game.AttachScript("scenes\common\noiseFX.script");



// which scene to load?
Game.ChangeScene(Game.StartupScene);



////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  // what did we click?
  var ActObj = Game.ActiveObject;
  if(ActObj!=null)
  {
    // clicking an inventory item
    if(ActObj.Type=="item" && Game.SelectedItem==null)
    {
      Game.SelectedItem = ActObj;
    }
    // using an inventory item on another object
    else if(Game.SelectedItem != null && Game.SelectedItem!=ActObj)
    {
      var Item = Game.SelectedItem;
      if(ActObj.CanHandleEvent(Item.Name)) ActObj.ApplyEvent(Item.Name);
      else if(Item.CanHandleEvent("default-use")) Item.ApplyEvent("default-use");
      else if(ActObj.CanHandleEvent("default-use")) ActObj.ApplyEvent("default-use");
      else
  {
  Game.SelectedItem=null;
  actor.Talk("/TXT0821/I can't use these things together.");
  }
 
    }
    // just a simple click
    else ActObj.ApplyEvent("LeftClick");
  }
  // else propagate the LeftClick event to a scene
  else
  {
    Scene.ApplyEvent("LeftClick");
  }
}



////////////////////////////////////////////////////////////////////////////////
on "RightClick"
{
  // if inventory item selected? deselect it
  if (Game.SelectedItem != null){
    Game.SelectedItem = null;
    return;
  }

  var ActObj = Game.ActiveObject;

  // is the righ-click menu visible? hide it
  if(WinMenu.Visible == true) WinMenu.Visible = false;
  else if(ActObj!=null)
  {
    // if the clicked object can handle any of the "verbs", display the right-click menu
    if(ActObj.CanHandleEvent("Take") || ActObj.CanHandleEvent("Talk") || ActObj.CanHandleEvent("LookAt"))
    {
      // store the clicked object in a global variable MenuObject
      MenuObject = Game.ActiveObject;
      var Caption = WinMenu.GetControl("caption");
      Caption.Text = MenuObject.Caption;

      // adjust menu's position
      WinMenu.X = Game.MouseX - WinMenu.Width / 2;
      if(WinMenu.X < 0) WinMenu.X = 0;
      if(WinMenu.X+WinMenu.Width>Game.ScreenWidth) WinMenu.X = Game.ScreenWidth-WinMenu.Width;

      WinMenu.Y = Game.MouseY - WinMenu.Height / 2;
      if(WinMenu.Y<0) WinMenu.Y = 0;
      if(WinMenu.Y+WinMenu.Height>Game.ScreenHeight) WinMenu.Y = Game.ScreenHeight-WinMenu.Height;

      // and show the right-click menu
      WinMenu.Visible = true;

      // stop the actor from whatever he was going to do
      actor.Reset();
    }
    // no verbs supported, no menu is needed; just send the RightClick event to the object
    else ActObj.ApplyEvent("RightClick");
  }
}


////////////////////////////////////////////////////////////////////////////////
on "Keypress"
{
  // on Esc or F1 key
  if(Keyboard.KeyCode==VK_ESCAPE || Keyboard.KeyCode==VK_F1)
  {
    // load and display the main menu window
    WinCaption.Visible = false;
    var WinMainMenu = Game.LoadWindow("interface\system\mainmenu.window");
    WinMainMenu.Center();
    WinMainMenu.GoSystemExclusive();
    Game.UnloadObject(WinMainMenu);
  }
}


////////////////////////////////////////////////////////////////////////////////
on "QuitGame"
{
  // on Alt+F4 (window close)
  // load and display the quit confirmation window
  WinCaption.Visible = false;
  var WinQuit = Game.LoadWindow("interface\system\quit.window");
  WinQuit.Center();
  WinQuit.GoSystemExclusive();

  // and if the user selected Yes
  if(WinQuit.xResult)
  {
    // quit the game
    Game.QuitGame();
  }
  // otherwise just unload the quit window from memory
  else Game.UnloadObject(WinQuit);
}

25
Technical forum / Re: WME 1.9.1 (Kinjal Edition, v1.8)
« on: April 08, 2014, 03:31:19 PM »

Does anyone know how to use the fade in and fade out atributes properly?  Using Kinjal version my game stopped fading out from scene to scene. So I started using the "cross-fade" effect in some cases, but the "fade to black" is not working. 

I'm using this to cross-fade ::  Game.ChangeScene("scenes\TheOffice\TheOffice.scene", false, false, true, 1000);

And this to make scenes fade to black :: Game.ChangeScene("scenes\TheOffice\TheOffice.scene", true, true, false, 1000);

The cross fade works fine, but the fade to black is not working, scenes switch to one another instantly. Am I doing something wrong here?.

Thanks!!

26
Technical forum / Re: WME 1.9.1 (Kinjal Edition, v1.8)
« on: April 03, 2014, 11:26:13 PM »
Hi!
I recently updated WME to Kinjal last version to fix the full screen v-sync problem. And it fixed it perfectly, now the game works as it does in windowed mode.
I couldn't get rid of the DEBUG green stats on the right of the screen though.
I compile the game with the "project > compile packages" and then add the wme.ini file with this:

[Debug]
ShowFPS=0
DebugMode=0
[Video]
VSyncEnabled=0
UseGameNativeResolution=1

The V-sync works great, and the UseGameNativeResolution makes the game use less RAM. But I can't get rid of the debug stats.

How Can I fix this?.
Thanks

27

Thanks mate! worked like a charm!  U ::rock

28

Hello everyone!. I've been thinking about this for some time now but can't think of any way right now to start with this.
I want to load a few animations of the main character doing some funny things like smoking a cigarette or something for when you stop playing for a moment.
The thing is that I can't think of a good way to count seconds for that to happen. I don't know if I should test the movement of the cursor and then if not moving start counting or something like that.
Have someone did something like this before?
Can anyone point me in the right direction?.

Thank you!!  ::slug

PS: Sorry for my English, it's not my natural language.

29
Game announcements / NoseBound - A Noir adventure game in black and white.
« on: September 12, 2013, 05:14:24 AM »
NoseBound is an adventure game that proposes an entangling detective story. By combining entertaining puzzles and dramatic scenes of action, the game sinks the player in a charmed, churned circle of deception, noire ambiance and a very peculiar opponent.


Check it out and please UpVote!! Wink
http://steamcommunity.com/sharedfiles/filedetails/?id=173370935

30
Technical forum / Re: Noise Filter
« on: June 12, 2013, 08:30:22 PM »

Hi, I´m going through this same feature.
Mnemonic, I get the idea of your suggestion, I´ve built the window and the noise tile, but I don´t know how to animate it. I tried loading a 3 frame sprite of noise to the tiled image script but it seems that only works with image formats.

Could you please give me a hint on this? thanks!

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