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Messages - sychron

Pages: 1 2 3 [4] 5 6 ... 15
46
Technical forum / Re: Saturation
« on: November 23, 2008, 10:26:48 AM »
Hmm, you're not alone with this problem: http://forum.dead-code.org/index.php?topic=2995.0

47
Software and games / Google Sketchup 7 released
« on: November 21, 2008, 12:28:48 AM »
Google just released Sketchup 7, a tool merely for 3D drawing.

This tool is great to layout 2D backgrounds for the artists to work out or to create models for rendering. The free version does not support DXF and 3DS for export, but it supports collada, which can be read by some renderrers like maya and IMHO autodesk. The Pro version can export DXF and 3DS files.

This tool tries to use 2D techniques to model 3D. You don't have to fiddle around with meshes, nurbs etc (and you can't), instead you do everything by extruding 2D shapes. Have a look at the videos google provides on their site to grasp the concept. It's great for 3D noobs like me ;-)

http://sketchup.google.com

48
Won't implement / "Always interactive"
« on: November 20, 2008, 04:06:07 PM »
Can you please add an "always interactive" property to GUI element definitions so theese elements stay clickable even if the game is set to noninteractive mode?

49
I really would like Mnemonmic to code in a "always interactive" property for gui elements ;-)

50
Is there any way to advance a line from a script? Then it could be done in a handler on the glass plane.

51
Hmm ... you can fool around: Make an exclusive transparent window covering the screen. This window then acts as the "glassplane" intercepting every click, that rendering your game "virtually noninteractive" for clicks cannot reach the game objects anymore.

Then, introduce your own method to set the game interactive or noninteractive, that simply activates the glassplane.

You can now have another window containing the button ABOVE the glassplane, so if the glassplane gets active, you can still use the button.

You may have to make sure that other things you want to use in noninteractive mode, such as perhaps dialogs, go above the glassplane es well. It may be a good idea to install the glassplane during game startup and simply activate it when needed, so you can be sure it's above the scene and below most of the other not-ingame windows.

Maybe we can convince mnemonic to add a "stayInteractive"-field to the window defitinions? I could imagine for uses for such gui elements ... like menu buttons accessible during cut-scenes to load and save, for example.

52
Feature requests, suggestions / Support for Collada
« on: November 18, 2008, 11:31:16 PM »
Something you should definitely add to the next engine version: Support for collada object exchange.
This is a file format built for collaborative 3D content creation, so if you can parse theese doms, the format and export hazzle for 3d stuff will should reduce.

http://www.khronos.org/collada/

collada is open source and encourages communities and majors to adopt the format. AFAIK some industry leaders already support it, for example Autodesk and Maya.

Google Sketchup can write it (and only collada in the free version), and Blender should know it, too.

53
/EDIT: hmm ... I'm wrong.

54
Technical forum / Re: Spell System ala DeathGate
« on: November 18, 2008, 04:40:18 PM »
In fact it is.

55
Technical forum / Re: How Add Window
« on: November 18, 2008, 12:25:29 PM »
Use DialogBranches / Dialog functions to store the topics. The WME Book gives an outline of this.

56
Technical forum / Re: Spell System ala DeathGate
« on: November 18, 2008, 12:23:32 PM »
I would use either an inventory or a window full of buttons, but in the window, you have to handle the activation/deactivation of spells yourself, including uncluttering the buttons. If you have fixed button positions, leaning spells in different order will clutter up the window while leaving spaces in between.
On the other side, an Inventory window handles all this cleanup all by itself.

A Third option would be a Spell-Button, which triggers a special dialogue, where the response options are the spells currently available. So you could enable spells on the fly while opening the dialogue.

About applying spells anytime in the game:

With Inventory use, you just select the spell and apply it to an object, as if you would combine them. The engine handles the rest.

When using a dialogue or window based approach, you could do the following: Then you set a variable "activeSpell" from "" to the name of the choosen spell. In the game leftclick handler, you check wether an object is clicked. If an object is clicked, you check wether activeSpell is "" or set. If it's set, apply the spell event to the object (and reset activeSpell to "").

57
Game announcements / Re: Strange Change: small finished game
« on: November 17, 2008, 06:33:21 AM »
Ah, I finally got the circuit right.

@Fireside: You should try to make things more visible. Especialy in conversations, it would help to have different colors for different speakers -- and in the puzzle, the cursor hint is sufficient once you are able to actually see it, but it is is overlooked when moving to fast. Ok, on the other hand, the player should not move to fast ;-)

And: not every object is named, for example, the chair isn't.

But aside from that: nice game ;-)

58
Game design / Re: How do pros create a design document?
« on: November 16, 2008, 02:32:16 AM »
This kind of humor runs through the entire document, so it's definitely worth reading ;-)

59
Game announcements / Re: Strange Change: small finished game
« on: November 16, 2008, 02:25:53 AM »
So is there anything you nead to find for the last puzzle except for the tile whatsit complains to be missing?

60
Game announcements / Re: Strange Change: small finished game
« on: November 15, 2008, 06:33:56 AM »
Well, actually I first solved that puzzle and then restarted the game to figure out how you would normally be hinted there ;-)

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