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

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Topics - Dan Peach

Pages: [1] 2
Game announcements / The Death of Erin Myers
« on: April 22, 2019, 03:57:07 PM »
Hey all,

Just to let you know that my new game is coming on April 26th. :)

You can check it out here, and perhaps wishlist it, if you are so inclined. :)


Technical forum / Startup Scene
« on: April 07, 2019, 08:44:53 PM »
I can't get the startup scene to change at all. It will update in ProjectMan and in to say what the new scene is, but when I click run or compile the game, it just uses an old scene. I don't understand this. The game has got to get the startup scene from somewhere, so where does it get it from if not Where could the old scene still be linked?

Technical forum / How to empty an array
« on: May 06, 2016, 10:09:27 PM »
Hello :)

I have an array that I use to pass some information to a method. Once the method has done, I want to empty the array so that I can use it again. How to empty it?

Thanks. :)


Hey guys,

Just thought I'd let you know that my game Corrosion: Cold Winter Waiting is now available on Steam.

The Enhanced Edition has been converted from the original 1024x768 (4:3) to 1280x720 (16:9). And there's a new inventory, and several other general improvements throughout.

Check it out if you're interested:

Thanks. :)


Technical forum / WindowEdit problem
« on: May 23, 2015, 07:25:01 PM »

Got a sudden issue with WindowEdit. When I load a window, it is resetting the button heights. I set them to 16, save it, but then when I open it again, they're now 32.

However, if I open the window file in a text editor, the values are still 16.

I even copied all the text out of the file, pasted into a new file, and saved it, but it still does this.

Also, I cannot set the width and height of the actual window to 1280x190. It always always resets it to 1278x189.  :-\

This is the load.window by the way. I have plenty of other windows that are 1280 and don't get changed.

Any idea what I can do?

Thanks. :)

Technical forum / Caption window hidden beneath nested window
« on: May 15, 2015, 06:09:19 PM »

I have a nested window inside another window. I have a close button outside the nested window with a caption. The caption for the close button won't show up. It's hidden beneath the nested window. I tried to focus the caption window but that didn't work. Anything I can do? Thanks. :)

EDIT: Actually, I've just noticed that all my windows are hiding the caption window. I didn't notice before because captions were always outside the area covered by the window. Soooo, it's not just the nested window.

Technical forum / Loop speed
« on: May 12, 2015, 03:30:16 PM »

Just a quick question so I can understand something better. I have a loop:

Code: WME Script
  1. method ScrollIn()
  2. {
  3.  RcDisable = true;
  4.  for(var i=1; i<=64; i=i+1)
  5.   {
  6.    this.Y = this.Y - 1;
  7.    Sleep(1);
  8.   }
  9.  InvScrolled = true;
  10.  RcDisable = false;
  11. }

Looking at this, it seems my inventory should scroll 64 pixels in 64 milliseconds. But, it takes well over a full second to scroll. Am I not understanding it? Is this based on computer performance? I thought it was based on the engine's internal counter so it should always be the same speed on any computer...?

Thanks. :)

Technical forum / Inexplicable crash
« on: February 14, 2015, 04:37:35 PM »

Changing to a particular scene is causing the engine to crash. This scene was working fine. I only changed the main layer size and the background image. I've done this to every other scene without issue. I even deleted this problematic scene and rebuilt it from scratch, but it still crashes the engine. There's no difference between this scene and any other that I can see.

This is the crash report:

---------- wme 1.9.001 crash report: 14-02-2015, 15:32 ----------
wme.exe caused a EXCEPTION_ACCESS_VIOLATION in module ntdll.dll at 0023:77D60435, RtlFreeHeap()+1718 byte(s)
EAX=028D95C8  EBX=028D95C0  ECX=6BFF8100  EDX=027700C0  ESI=029696C8
EDI=02770000  EBP=0018E1E8  ESP=0018E0E8  EIP=77D60435  FLG=00010293
CS=0023   DS=002B  SS=002B  ES=002B   FS=0053  GS=002B
Stack trace:
0023:77D60435 (0x028D95C0 0x02770260 0x005A6620 0x028D95C8) ntdll.dll, RtlFreeHeap()+1718 byte(s)
0023:77D5FF39 (0x02770000 0x00000000 0x028D95C8 0xE51B63C9) ntdll.dll, RtlFreeHeap()+442 byte(s)
0023:004F560F (0x028D95C8 0xFFFFFFFF 0x004FC637 0x005A6620) wme.exe, CBGame::IsDirectXBound()+781967 byte(s)
0023:004B51CA (0x0401EF60 0x06180B28 0x0000547D 0xFFFFFFFF) wme.exe, CBGame::IsDirectXBound()+518730 byte(s)
0023:004B3631 (0x0401EF60 0x06180B28 0x0000547D 0xFFFFFFFF) wme.exe, CBGame::IsDirectXBound()+511665 byte(s)
0023:00481E06 (0xFFFFFFFF 0x00409727 0x00000048 0x004462E4) wme.exe, CBGame::IsDirectXBound()+308870 byte(s)
0023:004F59C9 (0x00000048 0x004462E4 0x0018F6E0 0x00553D4B) wme.exe, CBGame::IsDirectXBound()+782921 byte(s)
0023:00409727 (0x0018F6E0 0x00553D4B 0xFFFFFFFF 0x0046DC1E) wme.exe
0023:004462E4 (0xFFFFFFFF 0x0046DC1E 0x0000547D 0x00000001) wme.exe, CBGame::IsDirectXBound()+64356 byte(s)
0023:00553D4B (0xFFFFFFFF 0x00478725 0x0294AC80 0x00000001) wme.exe, CBGame::IsDirectXBound()+1168843 byte(s)
0023:005533D6 (0xFFFFFFFF 0x004077DD 0x0297E243 0xFFFFFFFF) wme.exe, CBGame::IsDirectXBound()+1166422 byte(s)
0023:0055211C (0x00000000 0x0042744B 0x0297E142 0x00000000) wme.exe, CBGame::IsDirectXBound()+1161628 byte(s)
0023:0054F1B7 (0x00000000 0x00410159 0x0297DF67 0x00000000) wme.exe, CBGame::IsDirectXBound()+1149495 byte(s)
0023:005509C3 (0x00000000 0x0040C909 0x0297DB50 0x00000001) wme.exe, CBGame::IsDirectXBound()+1155651 byte(s)
0023:0054F90B (0xFFFFFFFF 0x004033B4 0x0617AF70 0x00000000) wme.exe, CBGame::IsDirectXBound()+1151371 byte(s)
0023:0054ECCB (0xE51B7F69 0x000023F0 0x00000002 0x00000001) wme.exe, CBGame::IsDirectXBound()+1148235 byte(s)
0023:00401066 (0x02776240 0x00400000 0x00000000 0x00692FE4) wme.exe
0023:0040110D (0x7FFDE000 0x0018FFDC 0x77D6A8CB 0x7FFDE000) wme.exe
0023:77B0919F (0xFFFFFFFF 0x77D5F68F 0x00000000 0x00000000) KERNEL32.DLL, BaseThreadInitThunk()+14 byte(s)
0023:77D6A8A1 (0x00000000 0x00000000 0x004F1977 0x7FFDE000) ntdll.dll, RtlInitializeExceptionChain()+90 byte(s)
0023:77D5F68F (0x00000000 0x004F1977 0x7FFDE000 0x00000000) ntdll.dll, RtlCaptureContext()+252 byte(s)

General Discussion / Future of WME
« on: January 24, 2015, 01:39:37 AM »
Hey everyone,

I have been using WME for about 10 years now, and I absolutely love it. If I could, I would use it forever and ever. It's logical, it makes perfect sense to me, and I can use it pretty well by now. :)

Obviously though it hasn't been updated in a while. I'm not bothered about new features per se - I only make simple things anyway, and don't even use all the feature it has currently - but I am a little worried about whether or not my games will continue to run in the future. I am also not a programmer, so I cannot do anything with the sources myself.

So, I just wondered what the future of WME looks like. Will it always be available? Will it be updated if for whatever reason games stop working? Etc etc.

Thanks for any thoughts or clarifications. :)

P.s. I really do love this engine.

WME Lite / iOS6 orientation problem
« on: November 24, 2012, 01:44:31 AM »
Hi again,

So after solving my other issues, my game was running fine, until I updated my iPod and iPhone to iOS6.0.1

So when I run the game from Xcode, it will NOT rotate. It starts with the "home button right" orientation even though I've set it to "home button left", and it just stays that way.

Also, when pressing the volume buttons, the volume level indicator comes up as normal, but that's rotated the opposite way to the game and also will not rotate. This only happens when running the game.

I've downloaded 5 Magical Amulets and JULIA:Untold and both of those rotate fine on iOS6, soooooo what can I do to fix this issue?

I'd really appreciate a quick response to this. :)


EDIT: I've also just downloaded Reversion to my iPhone, and that won't flip on iOS6 either. It does flip perfectly ok on my iPad though, which is running iOS5.1.1

WME Lite / Call to undefined method "GoExclusive" issue on iOS
« on: November 21, 2012, 03:42:09 PM »

I have a problem on iOS that doesn't exist when running the game on Windows. The following "scene_init" script presents no errors in ProjectMan or when running the game in Windows. But when running it in iOS I get a "script compiler" error on line 50 - call to undefined method "GoExclusive". The script is supposed to load specific windows depending on specific variables. Simple stuff. I can't see anything wrong it. Can anyone else? Thanks. :)

Code: WME Script
  2. global InventoryButton;
  3. global MenuButton;
  4. global Exiting;
  5. global DbComputerSection;
  6. global DbComputerBrowserPage;
  7. global DbComputerDatabasePage;
  8. global BrowserArray;
  9. global BrowserArrayPos;
  10. var DbComputerWindow;
  11. var Background = Scene.GetNode("background");
  13. InventoryButton.Visible = false;
  14. MenuButton.Visible = false;
  16. if(BrowserArray==null)
  17.  {
  18.   BrowserArray = new Array("blank");
  19.   BrowserArrayPos = 1;
  20.  }
  22. if(DbComputerSection==null) DbComputerSection = "database";
  23. if(DbComputerDatabasePage==null) DbComputerDatabasePage = "0097_details";
  24. if(DbComputerBrowserPage==null) DbComputerBrowserPage = "blank";
  26. if(Exiting)
  27.  {
  28.   Exiting = false;
  29.   Game.ChangeScene("scenes\processing_room\processing_room_desk_001_cu\processing_room_desk_001_cu.scene");
  30.  }
  32. else
  33.  {
  34.   if(DbComputerSection=="database")
  35.    {
  36.     Background.SetSprite("scenes\processing_room\database_computer\sprites\db_background.jpg");
  37.         DbComputerWindow = Game.LoadWindow("data\scenes\processing_room\database_computer\windows\" + DbComputerDatabasePage + "_window.window");
  38.    }
  39.   else if(DbComputerSection=="browser")
  40.    {
  41.     Background.SetSprite("scenes\processing_room\database_computer\sprites\browser_background.jpg");
  42.         DbComputerWindow = Game.LoadWindow("data\scenes\processing_room\database_computer\windows\" + DbComputerBrowserPage + "_window.window");
  43.    }
  44.   else if(DbComputerSection=="search")
  45.    {
  46.     Background.SetSprite("scenes\processing_room\database_computer\sprites\search_background.jpg");
  47.         DbComputerWindow = Game.LoadWindow("scenes\processing_room\database_computer\windows\search_window.window");
  48.    }
  49.   DbComputerWindow.Center;
  50.   DbComputerWindow.GoExclusive();
  51.   Game.UnloadObject(DbComputerWindow);
  52.   Game.ChangeScene("scenes\processing_room\database_computer\database_computer.scene", false, false);
  53.  }

Technical forum / Game.Reset() and the timer
« on: November 07, 2012, 11:56:41 PM »

Just a quick question about the Game.Reset(); method - it says in the docs that it sets the timer to zero, however when playing in debug mode, the "timer" that is displayed in green on the right is NOT reset to zero when I call Game.Reset();

Is this right? Is there another timer in the game that gets reset to zero? It doesn't matter either way - I would just like to know, so that I know my "reset" is working properly.  :)


Technical forum / Item highlight image in Inventory
« on: October 26, 2012, 05:11:15 PM »

I'm trying to change the image of inventory items so that when the items are clicked, the image changes to a highlight image.

This is the code I'm trying to use, which I think should work, but just returns an "invalid image" placeholder thing.

Code: WME Script
  1. item.SetSprite("items\" + item + "\" + item + "_inv_highlight.sprite");

Any reason that shouldn't work?

Thanks.  :)

Technical forum / Stopping button text going onto new line
« on: October 15, 2012, 03:29:06 PM »

I have a button which acts as a text input field for my onscreen keyboard (for iOS). I need to limit the number of characters that can be entered so that the text doesn't go onto a new line, but I can't just set the length of the string because that doesn't work because some letters are wider than others. For example, in my text field, I can fit in 16 "m" characters, but if I set the length to not be greater than 16, then I can't fit in the words I need to fit in because they're more than 16 characters, even though they only fill up two thirds of the button.

So is there any way to just stop the button text from going onto a new line - obviously if it does that, it goes outside the background text field image. I just want the text to fill the button, right up to the point before it would go onto a new line, and then just not accept anymore characters. Can this be done?

Thanks. :)

WME Lite / Quick start guide
« on: July 13, 2012, 11:37:35 AM »
Hello muties,

Thought I would make this simple quick start guide for people, who like me, don't have a lot of prior Mac experience, and who are struggling to understand how to get started using WME Lite to make an iOS game.

It is by no means a complete guide, and I make no claims as to its overall accuracy. It is simply what I have learnt, and what I have done, to get a game running on my iPhone. It should be used mostly as a jumping off point to get you started. :)

So, to get a game up and running on your iOS device you need 6 things:
1) A Mac
2) Xcode (downloaded from the app store on your Mac)
3) The WME Lite source code
4) The dependencies for graphics and sound
5) The data.dcp file from your Wintermute project.
6) An iOS developer account.

The source code
The source code cannot be downloaded in a simple .zip file as you might normally expect. It is stored online in a "repository". A repository, as I understand it, is simply a place online that is used to easily manage project code. In order to download the source code, you need to connect to this repository with a client. Once connected, you then "checkout", which will download the files contained within the repository to a folder you specify.

Downloading the source code
Luckily Xcode on your Mac has a built in client that will allow you to connect to the repository and download the source code.

When you open Xcode you should be presented with a "Welcome to Xcode" screen. The second option down is labelled "Connect to repository". You should click that.

You should then be presented with a screen asking for a "location". In this "location" field, you should enter

After you enter the address, it should say underneath that the "Host is reachable", and give you a new button marked "checkout". Click "checkout".

A familiar "save as" window will then pop up. In the "save as" field, enter the name that you wish to use for the folder where the files will be downloaded. Then navigate to the location where you want this folder to be. I just put it in the general "document" location. Then click "checkout" again. It will then say it's "checking out" and the files will be downloaded into the folder you specified.

The dependencies
To download these dependencies, simply go to and download the file marked Download them straight to your Mac as it's just quicker than downloading them to PC and transferring them.

Once downloaded, double click the .zip file to "expand" the files into a new folder. This is just like "extracting" them on your PC. Open this new folder.

Open a new "finder" window, go to the folder where you downloaded the repository files, and navigate to the folder trunk/xcode-ios/dep

Select the unzipped dependency files and drag them over to the "dep" folder.

Your data.dcp file
Copy this over to your Mac, and place it in the trunk/xcode-ios/wmelite folder.

Opening the Xcode project file
In the trunk/xcode-ios/wmelite folder, you will see a file called wmelite.xcodeproj. If you double click that, it will automatically load the WME Lite iOS Xcode project file.

At the top, select iPad/iPhone simulator, and click the play button to run the game in the simulator. Keep in mind though that the simulator doesn't really replicate an actual device at all, so it's best to test the game on a real device. :)

Running the game on a real device
In order to test the game on a device, you need to do 4 things:

1) Create and download a developer certificate.
2) Create an App ID.
3) Register your devices.
4) Create and download a provisioning profile to each device.

This is perhaps the most difficult area of the whole process to grasp, at least for me anyway, but there is a quick introductory guide here:

And plenty more in depth information in the iOS Developer Library here:

That's it. Hope this post is useful. :)

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