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Messages - sychron

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16
Won't implement / Re: "Always interactive"
« on: February 14, 2009, 04:59:31 PM »
;-(

17
Technical forum / Re: ANN: The future of WME
« on: January 21, 2009, 10:56:01 PM »
The main problem about long waiting times is:
WME finally hit the shelves. There are a bunch of commercial WME titles in the stores right now. WME is "active".
Dropping this status to "inactive" due to a long development cycle for an own 3D engine would be quite counter-useful.

18
Technical forum / Re: ANN: The future of WME
« on: January 06, 2009, 01:00:43 PM »
Physics just for mini games? I think that's not worth the effort ... If you really need physics for MINI games, you can calculate the stuff in the scripts, it's not that much.

If you really need "builtin physics", you can offer them via plugin, even in the current version of WME.

19
Technical forum / Re: ANN: The future of WME
« on: January 05, 2009, 10:13:10 PM »
I had a closer look at Lua today, and it introduces a nice concept: it "hooks" into the host language via function definitions. When creating the lua interpreter object, you tell it "take this function (pointer) and bind it to this lua function name".

So if you provide some kind of WME API offering all the functions that can be accessed by WME scripts, it would be very easy to hook a Lua interpreter to this api, for example, without changing your own script engine concept.

20
Technical forum / Re: ANN: The future of WME
« on: January 05, 2009, 04:27:36 PM »
The idea was NOT to replace the scripting engine.
The idea was to abstract script commands from command tokens, and enabling third party script compilers (and runtime translators) to be swapped in. Given the token list it would be easy to set up lua scripting or pascal scripting or whatever strange developers want to use.

And ... I see, everyone is going 3D nowadays, but always remember: The little kid in the backroom of his parents flat, trying to do a little cool adventure all by himself, may be HINDERED by requiring to model 3D stuff. So the basic 2D concept is still vital in theese days ;-)
But -- speaking plugins again -- making the "scene rendering module" a plugin, it would be possible to swap the simple 2,5D background renderer for a full 3D thing -- if someone dares developing. But -- this may have made So Blonde a wintermute game ;-(



21
At first glance: You may have to activate or show the entity.

22
Technical forum / Re: Two lines on the screen like movie
« on: December 29, 2008, 01:12:34 AM »
Beware using it on a 16:10 Display, though. Rather make your game widescreen.

23
Can't reproduce / Re: BSOD during designtime with WME 1.8.006
« on: December 28, 2008, 03:12:30 AM »
I personally do not trust any virtual machine if it comes to direct x. It's kinda running a DOS game in the the Windows 95 DOS Emulation -- it MAY work, but that's far from guaranteed.

24
Technical forum / Re: antialiasing
« on: December 28, 2008, 03:10:33 AM »
I don't know wether you can adjust it in the engine, but I do know you will not have to redraw all the frames -- you can always use a batch image processor like xnview to blow up the images yourself and apply an antialiasing after the scale.

25
Can't reproduce / Re: BSOD during designtime with WME 1.8.006
« on: December 27, 2008, 07:08:03 PM »
The lag is normal, but if fullscreen crashes the engine, it's most propably the graphics support. I do not write graphics driver here, for vmware adds a layer between the driver and the game, so maybe the problem is vmware related.

26
Technical forum / Re: ANN: The future of WME
« on: December 26, 2008, 04:43:55 PM »
Maybe you should do it like miranda: Build a core engine with tons of plugins, and deliver a basic set of plugins as the "basic engine". You don't have to maintain all the plugins, but: if someone wants ogre for graphics -- change the graphics plugin. If someone wants lua for scripting -- change the scripting interface plugin. If the new engine consists of swappable parts, it will be easier (for professional studios with a lot of manpower) to exchange parts with the functionality they need.  And maybe (just dreaming) theese companies give their plugins back to the community.

27
Technical forum / Re: ANN: The future of WME
« on: December 24, 2008, 12:35:55 PM »
To support atm-deev, just think about So Blonde, which left WME because of the graphics, while it seems to still use the core idea.

28
Technical forum / Re: Patching the game. Scripts and existing save games.
« on: December 23, 2008, 10:55:43 AM »
You can do that? ... NOW I'm surprised.

29
Game design / Re: Displaying tasks/quests on beginning a new game
« on: December 16, 2008, 06:27:46 PM »
I agree, this kind of questlog is VERY useful -- except if you try to "hide" side-quests in dialogs which can be completed for bonus points. In this case I would only log the important tasks that need to be acomplished to beat the game and not log any additional tasks.

30
Game design / Re: Displaying tasks/quests on beginning a new game
« on: December 16, 2008, 01:15:52 AM »
The main "problem" with task lists is that they can spoil an adventure when they reveal tasks not yet seen as tasks by the player. This happens quite a lot in Freespace II (ok, this is a story driven space shooter, but the problem stays the same). You get a briefing and head off. Your task list gets updated with the story, but every now and then you see some bonus tasks in the task list you don't know anything about, like "destroy all the tankers", when there are no tankers. And than, surprise!, some tankers warp in and you are prepared and have spared your torpedos because you KNEW you will be surprised by something like that.

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