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

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Messages - Daniel

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1
WOW, I wasn't expecting this at all! I thought 1.x will only get bug fixes and suddenly here is a new major feature...

Anyway, thanks for the pleasant surprise and for all your good work!

2
Can't reproduce / Re: Computer Reset when using wintermute!
« on: September 12, 2009, 10:10:22 AM »
I've had some experience in the past with sudden system shutdowns.

The problem was difficult to pinpoint while my system was set to automatically restart on system failure, but once I've change that, I could clearly see on the resulting blue screen that the video driver was the one responsible for the sudden system shutdowns.

Updating my video driver to the latest version fixed the problem in my case.

3
Community bulletin board / Re: WME is 6 today
« on: January 12, 2009, 10:37:54 AM »
Congratulations Jan!

I'm not sure it was your intention back then when you first started coding WME, but you actually changed my life for good with this engine as it played a significant role in me making a big change in life becoming a game developer.

Thank you for that!

4
I know very well what the drawbacks of backward compatibility are and I fully understand what all of you are saying here. But when you start producing a game counting on future developments that have been discussed here on these forums countless times and then one day you realize that you are not going to get them ever, then it's kind of a letdown. That's why I was inquiring about upgrading finished game-parts to the next engine version.

My frustration with this is not directed at you Mnemonic, I understand your position more than you might think. I'm just trying to assess the situation. I hope you understand my position as well so please try to be as forthcoming as possible regarding your plans, general thoughts and (very) rough time estimations. I hope it's not too much to ask...

5
Well, I'm not sure what to say here... Although I'm very happy to hear about your intentions to look into exciting new technology, in essence I think you have just declared EOL on WME 1.x, which can't possibly be a good thing for developers already working on professional products and expecting engine updates (reflections, scriptable lights, etc.).

So my question is this: how difficult do you expect it will be to upgrade finished game-parts from 1.x to 2.0?

6
Technical forum / Re: Change background
« on: August 06, 2008, 09:49:14 PM »
Hi Voliotis and welcome!

Well, it is indeed possible but in your case you don't really need two different backgrounds. All you need is one background (without the object) and one entity (of just the object). You need to place the entity of the object at the correct place over the background and then show/hide it according to your scene's logic.

Is that the effect you were after?

7
Technical forum / Re: I need brave testers with wide screens
« on: July 19, 2008, 12:06:09 PM »
Wouldn't it be equal to "use native resolution" as suggested by DocBass above?

Yes, I meant the same thing. I just wanted to point out that this suggested option is slightly different than the one we are testing at the moment. One is "Maintain original/native resolution" while the other is "Maintain aspect ratio".

SceneEdit seems stable on my machine, btw.

8
Technical forum / Re: I need brave testers with wide screens
« on: July 19, 2008, 08:59:56 AM »
I guess it depends on what resolutions your video card / monitor offer. If there's no other resolution with 16:10 aspect ratio in between, the engine will end up using the native resolution. Perhaps the algorithm should be more benevolent and use also 16:9 resolutions on 16:10 monitors?

I believe then that you should offer two check boxes instead of one: The first would be "Maintain original resolution" that would use the original game resolution surrounded by black bars on all sides, while the second would be "Maintain aspect ratio" that would use the nearest higher resolution with the game's aspect ratio.

If I understand correctly, using only the "Maintain aspect ratio" check box as it exists now in this test version, it may not be possible to run a game in its original resolution.


9
Technical forum / Re: I need brave testers with wide screens
« on: July 18, 2008, 11:04:41 PM »
So if my desktop's resolution is 1680x1050 and I'm running the 800x600 WME Demos, what is the expected behavior on the part of the engine? Is it ok that I see the original/unstretched game surrounded by black bars on all four sides or did you expect a different behavior? Don't get me wrong, the way I see it, running it like that (completely unstretched) is the best way to go.

10
Technical forum / Re: I need brave testers with wide screens
« on: July 18, 2008, 09:22:37 PM »
I ran both WME Demo and WME Demo 3D and choosing "Maintain aspect ratio" caused the games to be centered in the middle of my widescreen monitor (bars on the sides and also above and below the game screen) in what seemed to be their original resolution. I'm not sure I understand what you mean by "nearest higher widescreen resolution"...

Not selecting "Maintain aspect ratio" ran the games stretched to the entire area of my widescreen monitor.

On a side note, thanks for implementing this feature. I always believed it was a very important feature for those whose video cards do not support not scaling the image in full-screen mode.

11
Technical forum / Re: How would i go about this?
« on: June 18, 2008, 11:54:40 AM »
If I recall correctly, you can create separate layers for each morph case and then enable/disable entire layers so that you don't have to go through all regions in the layer and enable/disable them one by one.

And to your question, Jyujinkai, the variable you have to change is CurrentRoom and not tmp. tmp is just a temporary variable to use during the enabling/disabling of the scene objects.

12
I'm still curious if it is possible to control the frames better.

You can perfectly control which frame is displayed simply by setting CurrentFrame to whatever frame index you want. It should work perfectly as long as you never call the Play method.

13
I haven't really tested your code but by just going quickly through it I did notice something that might prove problematic if I understand what you're trying to do.

In general, if I want to use a sprite just as a container for frames and to manually switch between them on my own and never use it as an actual animation, I Pause the sprite once and never Play/Pause it again. Whenever I want to change the frame I just set the CurrentFrame to the one I want and that's it. If you actually Play the sprite you lose your manual control over the frames.

This is just a general tip, I'm not sure if this is actually your problem.

14
General Discussion / Re: WME 1.8.6 (Apr 6 2008)
« on: April 06, 2008, 02:25:32 PM »
Added an option to include the D3DX library with compiled game (for games using Direct3D 9).
This will save a lot of headache!

Thanks for the great work Mnemonic!

15
Feature requests, suggestions / Re: Poll: New Scene Edit or HLSL?
« on: March 25, 2008, 04:02:56 PM »
WME was once freeware for free projects and had a separate paid license for commercial games. This experience taught as one thing. It didn't work because 1) Not many were willing to pay, 2) Some people were bitching that they had to pay to create a commercial game (and even making noise in other forums with not so polite comments).

The new freeware license seems to also be problematic because almost no one donates.

It's a bit out of topic but I must state here that the only reason I haven't paid or donated yet is because unfortunately I haven't reached that point in production yet. I said it before and I'll say it again that I'll be glad to pay for using WME for commercial projects and I thought so even before it switched to donationware.

People that are not willing to pay for using WME in commercial projects are IMHO people that no one should care what they think on this matter, or whether they go bitching in other forums or not. The independent adventure game scene is changing rapidly and what was true two, or even one year ago is not necessarily true now. The WME user-base and game-base are steadily growing and if WME can compete with the other adventure-specialized engines in the market feature-wise, there's no reason why people won't pay for using it.

More on topic though, I do agree that having such effects as reflections, shadow maps, and scriptable lights do cover current-day demands from publishers - at least according to my own experience. HLSL is still not a demand for now but feeling the pulse of the market, it may as well be in some 6 month or a year. If the above poll had a third option for reflections, shadow maps, scriptable lights, and other modern effects that don't require HLSL, I would have chosen it for the moment and leave HLSL for later on in the roadmap, but the poll had only two choices. Maybe a new poll is needed here then.

But anyway - for you and Daniel: can you program shaders?

Unfortunately, I can't, and I do see your point.

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