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Messages - Uhfgood

Pages: 1 ... 6 7 [8]
106
Feature requests, suggestions / Re:Some feature suggestions
« on: March 03, 2003, 01:01:07 AM »
I already have experience making/finishing games, just not adventure games yet ;-)

Keith

107
Feature requests, suggestions / Re:Some feature suggestions
« on: March 02, 2003, 11:07:22 PM »
How am I not respecting your decision?  I'm just voicing my opinion as well as praising your system.  As far as the adventure game taking a long time, yes and no, it really depends on the requirements, who's making it, etc... It could be done shortly or a long time, and still have high quality, then again, it could be done in a short period or a long time, and still be junk quality too.  And I will still disagree about the "old" computer thing...  They're still being used, and will be for years.  Especially with the economy (in the US i don't know about other countries) in a slump, people aren't upgrading as quickly as previously.

As far as OGG's and MOD's go, i'm talking about disk space.  It's more important to me (your milage may vary ;-) ), Plus mod's don't have to take up a lot more memory if you use your memory wisely.  (It would take X amount of memory when you preloaded the mod in and then processed it, and then of course your final buffer that you're playing from would be only the size of the one you would use for an ogg or mp3.  In fact you still have to decompress ogg's into memory for streaming, so in a sense there is not much of a difference.

Of course if you dynamically change the music the memory requirements can be bigger.  But then again you're only putting the samples in memory and the patterns, so it would still only be a matter of mixing them into a single buffer.

In any case, you can do what you like :-)  Like I said, when the time comes of actually implementing stuff, i'll figure something out, whether it be to use wintermute, or some other engine, or just start developing my own.

Keith

108
Feature requests, suggestions / Re:Some feature suggestions
« on: March 02, 2003, 08:05:02 PM »
Not to sound like a jerk or anything, but there are thousands upon thousands of old computers out there without a 3d accelerator.  As far as it being time consuming to support both, you're right, but if I knew how to do it, to me it would be worth it because it means everyone would be able to play games made with my system :-)

In anycase Wintermute is still the best system i've come across to date.  So i'll at least be prototyping my game in it, and possibly if I end up changing my mind, i may still use it anyways.

As far as mod musics verses ogg.  That ogg she made is only 1 minute.  The strength of a mod file is the fact you can have alot more time than that in music.  so 3.25 megs, is probably from the samples.  Now, if she were to expand the music to say... 10 minutes, it would still not grow that much bigger than 3.25 megs, wheras an ogg would still be 10 megs for that 10 minutes.  (Since an ogg is essentially like an mp3 with better compression).

The reason I say not much bigger than the original 3.25 megs, is that the patterns and notes might take a slight extra, but in my experience, the patterns aren't usually that big.

Now if you compress the samples in ogg format, in a mod, then you can really get the size down ;-)

Keith

109
Game design / Re:My first mod music!
« on: March 02, 2003, 08:44:45 AM »
Not bad :-)  Although i'm not really a music critic.  I think you need the harp sounds be a bit louder, and possibly the other instruments a bit softer.

Reminds me a bit of a crowded marketplace.

Keith

110
Feature requests, suggestions / Re:Some feature suggestions
« on: March 02, 2003, 01:31:02 AM »
dropping the unaccelerated mode are we? That's harsh... Well I suppose I can find something else when the time comes.

Keith

111
Feature requests, suggestions / Some feature suggestions
« on: February 28, 2003, 07:41:34 PM »
Why not allow the software engine be able to do everything the hardware engine does (even advanced effects), even if it's not very fast?  Because I see no reason to use any special features if someone without a 3d accelerator can't use it.  It would take some of the game away, and if I had to, i'd rather just use the base features so that someone without the hardware can play the same game as someone with.

The other suggestion is to support music module playback (.mod, .xm, etc) without going to something like fmod or bass, at least unless you're planning on buying a resale license (and i'm sure they're expensive).

While Ogg is better than mp3 for just about everything, the music files would still be huge, of course if you have dialog you'd use ogg anyways but still, mod musics would be neat :-)

Keith

112
Feature requests, suggestions / Re:Multiple PC's (Player Chars)
« on: February 28, 2003, 07:36:05 PM »
Just to let you know, even if you're game is unique, Lucasarts already did multiple characters in Maniac Mansion 2 : Day of the Tentacle ;-)

I thought how fun that was, so in the future I may make an adventure game that uses multiple characters, because that's cool.

Keith

113
General Discussion / Re:New download idea...
« on: February 12, 2003, 08:32:51 PM »
But CHM is compiled html, that shouldn't be too hard to convert into regular html, then all you have to do is to put it up :-)

Keith

114
General Discussion / Re:Why WME?
« on: February 12, 2003, 08:30:22 PM »
Plus AGS is slower on older systems (and i'm talking like pII 400 mhz 4 meg video), i've yet to test wme on that (with non-acceled mode).  I think that's one of WME's strong points, if you don't have 3d hardware you can go with the non-acceled mode.

Plus there's AGAST, which seems to be really good, but I personally have some issues with it, which is why i'm not using it.  First thing is the author of the scripting language for AGAST is very arrogant (these kinds of people turn me off to anything).  But the main reason i'm not using it, is that it requires fmod to be registered if I plan to sell it and/or use sound and music.  Plus I beleive it's all software and it's only 640x480x32bit (well i think it defaults to 16 bit if the user doesn't have 32bit).  It's also probably the most complicated in terms of it's scripting language, and there's absolutely no editors for it (other then setting up a text editor to write thep rograms with).

And now we come to SLUDGE.  It too is a script only system (although they have a few editors in the dev kit).  The problem it has is that it uses fmod but then the guy didn't register it or get a resale license.  He's got it set up so that the "engine" is free which means technically fmod should be free.  But then he still sells the dev kit.  I talked to the guy at fmod and he said that if you wanted to sell a game with
SLUDGE you would still have to register fmod, so with that legal gray area I decided i'd probably not use it.

So there's my 2c.  Oh yeah AGAST required you pay them a little bit from each commercial product you sell.  I don't have much problem paying for stuff, but i wasn't about to pay for an external sound library for an adventure system because it's not a real development enviroment.  I'd rather pay the creator of an engine some money, then have to pay for some external stuff as well.  Also fmod is not in my price range, it's like 250 for shareware games, and i don't really have that.

If WME turns out that i have to pay too much then i'll probably just prototype my game in it and figure out how to build my own system.  (and yes i'm planning on selling my game(s))

Keith aka Uhfgood
uhfgood@uhfgames.com
http://www.uhfgames.com

115
Game announcements / Re:New graphical adventure
« on: February 10, 2003, 08:54:18 AM »
Looks good :-)

116
Game announcements / Re:New upcoming cartoon adventure
« on: February 10, 2003, 08:45:15 AM »
I think 80 hours may be a bit much, unless you're talking about people who don't know the solutions, and you're including all cut scenes and dialog branches.  In my experience i've noticed most commercial adventure games are anywhere from 6-10 hours (if you know every solution).

The Dig took me aproximately 8 hours to beat, and that game's not considered short by any means (at least not to people i've talked to).

In any case, this is an interesting idea.

I, too, am going to create a cartoon adventure game, possibly in the fantasy genre.

Anyways that's just my 2 cents

Keith Weatherby II
uhfgood@uhfgames.com
http://www.uhfgames.com

117
General Discussion / Re:Support WME !
« on: February 10, 2003, 08:38:48 AM »
I'm new here, just got refered here by a friend, looks very promising.  But i'll have to check it out to be sure.

Keith Weatherby II
uhfgood@uhfgames.com
http://www.uhfgames.com

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