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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - Mikael

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Technical forum / Re: No more updates for Wintermute?
« on: November 04, 2019, 04:34:25 AM »
I agree that it's extremely sad that WME isn't updated anymore. I've tried all the other major adventure game engines, and no other even comes close to WME for me. Visionare, for example, is a good engine with certain features that I would love to see in WME (primarily portability and scalable resolution), but it would take me at least 3 times longer to make a game with it.

And now we're all in desperate need of 64-bit, since Mac has dropped its support for 32-bit.

WME Lite / Re: Proof of concept: WME lite engine running in browser
« on: October 14, 2018, 06:15:07 AM »
Impressive! Works flawlessly here.

Scripts, plugins, utilities, goodies / Re: Resolution Chooser
« on: March 16, 2018, 02:17:55 AM »
Got it! Sorry for being so stupid.

But, unfortunately the screen is cropped when I change my HD project to lower resolutions.

Scripts, plugins, utilities, goodies / Re: Resolution Chooser
« on: March 15, 2018, 01:16:25 AM »
I'm not exactly sure what you mean with "startup.settings". Are you referring to "settings.exe"? If so, I get the same result when removing it from the folder.

Technical forum / Re: Fix to Tru-Type Font Problem
« on: December 22, 2017, 04:05:49 AM »
That's good thinking. Let us know if you get it to work!

Technical forum / Subtitle problem in Mac conversion
« on: December 11, 2017, 08:14:38 PM »
A friend of mine is making a Mac version of my latest game with Wineskin Winery. Everything works fine, except for the subtitles. As I understand it, when the subtitle is on one line only, it works fine, but when it's on two lines, parts of the first line flicker. The behaviour differs slightly between windowed and full screen modes.

I use bitmap fonts, and the same thing happens regardless of which font I use.

Any ideas?

SOLVED: Bitmap fonts don't seem to work with OSX High Sierra. I had to make a direct path to a font included with macOS. Ironically, I initially made the bitmap font to make it compatible with other platforms than Windows.

Technical forum / Re: Strangest problem ever - registry path sound troubles
« on: December 07, 2017, 05:11:53 AM »
Hi Indra!

The registry path (typically) has to be changed at least a few times. I was now going to change it from "(game title) - pre beta" to "(game title) -beta" for example. I will a also make several final versions of my game, which can not share the same registry path. But regardless of changes, my problem was that ALL new registry paths I created (including the default ones created by WME) displayed the problem.

However, I found the root of the problem. WME creates a key in the registery under HKEY_CURRENT_USER\Software. It has several entries (I'm sure I'm using the wrong term here), of which one is MasterVolume. The specifics for each entry seems to be created by your computer. For some reason, the value for MasterVolume is now set to ""ffff" on my two Windows computers. When I look at my previously created keys, it is set to "ffffffff". Changing this value solved the sound problem. So, for some reason, my machines have suddenly decided to set this value differently than before. So the problem was my computers, not in WME. Most likely, it has to do with the software I installed recently.

Technical forum / Strangest problem ever - registry path sound troubles
« on: December 04, 2017, 07:00:29 PM »
I just can't wrap my head around this: The sound for my Wintermute project has worked flawlessly this far. However, when I change the registry path, the sound suddenly only comes from the left channel! When I change back to the previous registry path, the sound comes from both channels again. This happens both with the compiled version and when I start the game from within WME. I'm on Win 8, but tested it on my Win 10 computer too, with the same result. It couldn't possibly be a hardware problem since it only affects my newly created registry paths.

When I take my old project files, from previous games, the same thing happens: The sound only comes from the left channel when I change the registry path, and works again when I change back. We're talking about small changes in the path, like changing a number.

The only thing I can think of that I've done between the working and the non-working registry paths is installing a little program called Audio Switch (which lets you change between audio sources with a hotkey) on both computers. I've uninstalled it without success.

I might add that I've studied the audio specifics on the newly created registry entries, and have found nothing that differs from the working entries.

Thankful for any suggestions!

Scripts, plugins, utilities, goodies / Re: Resolution Chooser
« on: June 20, 2017, 03:22:35 AM »
Good idea, but it doesn't work for me. The text "Success, etc." never appears.

Technical forum / Re: Malicious Download Warning
« on: October 29, 2014, 08:01:59 PM »
It seems like the problem is with Adrive, that hosts my files.

Does anyone have any tips about good file hosting services? I get all confused these days with all cloud services around. Most of the time, it's hard to get the relevant information from their sites, for some reason. All I need is the possibility to easily share files by simply sending links, and a reasonable price. (And no ridiculous Google warnings!)

Technical forum / Re: Malicious Download Warning
« on: October 29, 2014, 06:28:40 PM »
Thank you Mnemonic. I was thinking along the same lines. Maybe I should contact the external host, and see what they say.

Technical forum / Malicious Download Warning
« on: October 29, 2014, 02:45:59 PM »
Any idea why Google Chrome gives a "Malicious Download Warning" on my WME-created demo?

It can be found here:

Technical forum / Manual width for bitmap fonts
« on: June 10, 2014, 01:34:32 AM »
How do I manually manually specify width for each character in a bitmap font? I don't get ideal results using auto width.

Most characters work fine with auto width however, so the perfect thing would be if it was possible to only specify the width manually for some characters.

Technical forum / Re: Query regarding widescreen settings
« on: August 25, 2013, 02:49:43 AM »
I guess that you can run 1280 x 720 on most, if not all, devices which maximum resolution is higher (or identical to) 1280 x 720. I wonder how many devices that are around today, except for phones and MP3 players, with a maxumum resolution of 1280 x 720 or less. I don't think there are many widescreen Windows machines in circulation today with a lower resolution than 1360 x 768.

So, the question is which resolution to go with, 1366 x 768 or 1280 x 720?

Technical forum / Re: Query regarding widescreen settings
« on: August 24, 2013, 10:27:35 AM »
I found a solution!

When the aspect ratio doesn't fit your screen, you can see a list in wme.log of the resolutions that the engine "considers" before firing up the game. 1366 x 768 is not in the list, but 1360 x 768 is. So, I changed the project settings, and the size of my test splash screen to be make sure how it looks, to 1360 x 768, and it all starts up in no-nonsense full screen. Doing a quick search on Google, I see that 1360 x 768 is also a common maximum resolution, although it's aspect ratio actually is 16:9.04.

Edit: I see now that 1360 x 768 (and not 1366 x 768) is one of the possible resolutions on the screen I tested it on. So that's most likely what's controlling the different resolutions that are "considered" by WME. I just tried the 1360 x 768 project on my laptop, with its 1366 x 768 screen, and it worked perfectly.

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