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Game design / Re: A good program for make 2d sprite?
« on: July 16, 2010, 11:30:56 AM »
As a good and effordable package for creating 2D Artwork and animated Sprites I used to use JASC Paint Shop Pro and JASC Animation Shop. I think JASC has been bought by Corel, and Paint Shop has been combined with Photo Paint -- but as far as I know, Animation Shop does still exist.

Wait ... here it is:

Hmm, they stopped developing it, it has support neither for Windows 7 nor for Vista. If you're using XP, I think it's worth the $20.

Technical forum / Re: ANN: The future of WME
« on: April 28, 2010, 10:48:14 PM »
WME runs fine on Seven. Older games can cause problems, when trying to save data to their program folder. This problem has been adressed some time ago, for it first appeared on Vista. Anything compiled with a recent WME Dev Kit should run on Windows 7.

Technical forum / Re: ANN: The future of WME
« on: April 23, 2010, 02:39:20 PM »
Hmm, ok.

Technical forum / Re: ANN: The future of WME
« on: April 22, 2010, 10:55:59 PM »
I'm exploring XAudio2 (the successor of DirectSound) at the moment. When I'm proficient with this, I could contribute some sound system code, if needed.

@Mnenomic: I like C# more than C++, but if you keep portability in mind, C++ should do the job ... maybe you should split wme into a core engine and several standalone modules/"plugins". If you push the DirectSound stuff into an extra module, it could be swapped with an specialized XAudio2 module for Windows 7 / XBox, with a CoreAudio module for MacOs / iPhone or suitable audio modules for linux. Do the same for the video engine and cross platform wme is coming closer ;-)

About Java:
Thinking about Edna, Java seems quite suitable for adventure game engines, BUT the Edna engine ist not even close to WMEs performance.

Community bulletin board / Re: What do you hate about WME?
« on: February 02, 2010, 02:02:47 AM »
I hate most that I have to compile my modules into ogg files for delivering them with wintermute -- for modules are much smaller and sound better when played back natively ... second pro for modules: music fadings can be done more subtle, just imagine unreal 1. Just change the playback order, when the scene changes, and the module will play different parts of the same tune.

Second most hated fact is the current default language support only works through packages. This idea is great for deploying native products for every country, and for downloadable language packs, so I won't encourage you to drop it -- it works as intendet. BUT it would be very nice to have an ingame language switching support as well, for games which should be distributed in one version for different countries. Szenarios include (but are not limited to) advertisement games deployed at fairs, where you just cannot decide which language suits your current customer best. We found a workaround for this in The White Chamber, and a native support for different languages in one distribution is not very hard to do on side of the engine.

General Discussion / Re: #600 - The unofficial introduce-yourself thread
« on: January 26, 2010, 01:02:06 AM »
I'm back

Sorry, my dayjob and several other nasty things took all of my time for over a year now ...
But now I'm back and loaded with creativity.

Technical forum / Re: First Visit to Scene
« on: February 24, 2009, 09:26:54 PM »
It must have been something else you changed while reordering the code ... the two lines inside the if block do not depend on each other, so they can be in any order. Maybe you misplaced some curly brackets before?

Technical forum / Re: Question about using of the keyboard
« on: February 22, 2009, 05:07:45 PM »
go ahead, tell us ;-)

Technical forum / Re: Optimize file size
« on: February 22, 2009, 04:56:56 PM »
Cut down stereo audio files for effects or speech to mono, if you don't need them stereo. Remember, most sound sources are mono, anyway. And if you feed Wintermute mono audio files, it can place them according to the in scene position, making the loss of "real stereo" a benifit regarding "in-scene-stereo".

Technical forum / Re: Inventory items
« on: February 18, 2009, 12:45:22 AM »
Have a look at your main game script. There is a line setting the global inventory to the actors inventory.
game.takeitem uses the global inventory container, the one currently displayed on the screen. but this container is in fact an actors inventory. so mainactor.takeitem and game.takeitem should be identical if the variable is set correctly.

Technical forum / Re: how to change this name ?
« on: February 18, 2009, 12:39:27 AM »
Hmm, do Sunrise or 1 1/2 Ritter display the Wintermute title, too? I didn't pay attention while playtesting them ;-(

General Discussion / Re: Dage - New 3D Adventure Game Engine
« on: February 15, 2009, 10:10:42 PM »
Hmm, you should probably try to team up with Mnenomic to develop a common api specification, so the next generation of WME might be able to use your engine?

WME updates and announcements / Re: Wintermute Engine Wiki
« on: February 15, 2009, 10:08:11 PM »
Seems you guessed right.

Game announcements / Re: Mental Repairs, Inc.
« on: February 15, 2009, 08:27:17 AM »
What exactly do you mean?
The button is to show the hot spots, not the cursor. If no cursor is shown, the problem lies elsewhere.

Technical forum / Re: Leaving the scene after all is done
« on: February 14, 2009, 05:28:57 PM »
Well, this IS the easy way ;-)

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