Please login or register.

Login with username, password and session length
Advanced search  


This forum provides RSS feed. To query recent posts use this url. More...

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jyujinkai

Pages: [1] 2 3 ... 24
Wintermute comes with a good CHM file.. there is a lot of free ways to convert this to pdf and other ebook formats... try or

Technical forum / Re: Tutorial
« on: August 21, 2010, 10:13:12 PM »
best way around this is to install wme in a project directory not in the protected program files directory.. so say put it in "c:\gamedev\tools\wme" and then do your project in "c:\gamedev\ProjectName" or somthing like that... as wme is not writing files to protected folders you should not have any problems now

Technical forum / Re: How exactly does Copy File work?
« on: August 13, 2010, 06:40:20 PM »
this entire method seams flawed. What exactly is the nature of the unlockables... there are a number of ways depending on what you are looking for to do this in a much better way.

Technical forum / Re: Is the Wintermute engine for me?
« on: August 13, 2010, 03:25:30 PM »

Technical forum / Re: Is the Wintermute engine for me?
« on: August 13, 2010, 05:11:28 AM »
hobby game project which (if delayed 2 or 3 years ehm ehm...)

Technical forum / Re: Is the Wintermute engine for me?
« on: August 12, 2010, 08:15:09 PM »
A good way to do a hobby or "learning project" is to compartmentalize your game. A simple (if boring) way to do this is to have 1 or 2 room sections, that need to be 100% completed before you can move on. Now some cool game design decisions can spice this up but I think u my see my point.

When u are working on a game yourself, and doing all the aspects it is VERY easy to end up with such a huge work load that you nvr get anything finished, or even worse no matter how much you finish, you never seam to have made any progress as there is still so much more to do. This is very true if you attempt a wider open environment, as in you can walk about an entire space ship... and choose what you do.. compared to say an "escape the room" scene where you are all in a single room.

A good example of this is space quest 1. You have the escape the space ship, then a totally separate section of "get to the town" then a totally separate section "get off the planet" etc etc. The point is that you can produce these separate sections of your game to a near finished result and fell that you are making progress rather than spending months working on a project and having nothing you can in fact show anyone but a lot of cool backgrounds.

To your other questions as people said, yes wme is perfect for all this. The one thing is programming the game. I think people may have been a little harsh here. WME scripting is very friendly to new programmers. You will need to learn some basic stuff, but as long as you do not overly complicate your game you can produce a decent hobby project with little more than the information in the tutorials. Though if you want to do some fancy stuff (witch is always more interesting to play) you may need to get deeper into coding.

So my advise is
  • Use WME
  • Keep it simple
  • Keep it short
  • Design the game as separate "modules"

Game announcements / Re: Julia - reannounced
« on: August 02, 2010, 05:31:50 AM »
using a girls voice for a computer AI is a rip off of "mother" in alien.

Rosemary has really nice art

Help wanted and offered / Re: Models for sale (+ request)!
« on: June 14, 2010, 11:07:06 AM »
a stop sign... .. . awesome.. .. .

Technical forum / Re: Jumping walk animations - Gliding problem
« on: May 17, 2010, 01:56:51 AM »
Can you record the animation cycle in action with a free video capture thing for me to look at or post a demo.. it is very hard to understand what you mean. Though it "sounds" like you are talking about a cycle problem.

A common mistake in animation cycles is to have the exact same position for the start of each cycle.. with creates a kind of jerky look, as the character will start moving but the animation cycle will still be in the stand still pose. This can be adjusted by simply knocking off a few frames of your walk animation.

Also if you are using a 3D actor, you need to set keys for ALL the joints at the start and end of a cycle, or you can get some strange arcing between keys during the swapping of cycles. This isn't a problem on 2D frame for frame animations of course.

General Discussion / Re: new to this,transfred from ags
« on: May 15, 2010, 10:52:07 AM »
There is a demo floating around in the script section a guy did for jRPG style combat...

Game announcements / Re: Europa
« on: May 14, 2010, 09:12:33 PM »
yea that is what i meant :)

Technical forum / Re: ANN: The future of WME
« on: May 10, 2010, 02:54:30 PM »
The rendering engine is going to be oger... but as I understand it I would seriously not go around expecting this to come into beta anytime soon.

Game announcements / Re: Europa
« on: May 09, 2010, 10:15:21 PM »
your toon looks a little super-imposed.. maybe look into shadow casting.. are you using a 2D or a 3D actor?

Love teh cover Art though... looks like "IN the Mountains of Maddness".. but in space!!! (everything is cooler when set in space)

Technical forum / Re: Walking sound - [SOLVED]
« on: May 07, 2010, 05:53:27 PM »
you can also set diffrent sounds based on regions.. like crunching over dirt, then clanking over metal

Pages: [1] 2 3 ... 24

Page created in 0.207 seconds with 22 queries.