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Messages - obleo

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1
You could always do something similiar to what SLUDGE does.  That is, have a "LightMap" layer in the scene which is nothing more than an invisible image that describes the brightness/colorizing of the actor.  The brightness and color of the lightmap pixel at the point the actor is standing is used to adjust the brightness/color of the actor.  

2
General Discussion / Re:new documentation
« on: April 27, 2003, 01:39:42 PM »
Updated docs would Rock!  I actually do read them (when necessary).

3
Feature requests, suggestions / Re:LAN Support
« on: April 07, 2003, 11:06:19 PM »
Well, I have several ideas.  The first and most ambitious would be a twist on the point&click adventure where say 2 people connected via a LAN could each control an actor in the "game environment".  It would require some serious rethinking on the typical linear, 1 player approach to adventure games.  Honestly, I haven't thought it through very far.

The other idea I had was to write simpler types of multi-player games... board games and stuff like that.  I know that WME is not specifically designed for that but it seems to have enough fuctionality to do it.

4
Feature requests, suggestions / LAN Support
« on: April 07, 2003, 07:43:18 PM »
Have you ever considered providing basic LAN (multi-player) support using DirectPlay or something like that?
Really all you would need is a way to create sessions and send messages back and fourth.

Me and my son have been playing some LAN games at home and it got me to thinking.  Just a thought.

5
Technical forum / String Tables
« on: March 26, 2003, 01:30:18 PM »
Can someone give me a quick overview of string tables (what they are and how to use them)?  Would this be something suitable for storing dialog all in one place?

Thanks!

6
Game design / Re:New article about Adventure Game Puzzles
« on: March 20, 2003, 10:51:24 PM »
Very nice article Scarpia!  You have definately put a lot of thought and work into it.  It has certainly gotten my wheels spinning for my game.

Thanks for the effort and for sharing it with us.

7
Technical forum / Re:Changing an actors sprites
« on: March 19, 2003, 10:03:03 PM »
Hey thanks!  That gives me even more ideas.  ::)
Do these "stances" work elsewhere (stand, walk, etc.)?

8
Technical forum / Changing an actors sprites
« on: March 19, 2003, 04:40:20 PM »
Is it possible to change an actors sprite at runtime?
Say I want to temporarily change the actors 8 Talk sprites to something else.
I noticed a SetSprite method for the Entity object.  Does the Actor object have a similar method, and if so, what is the syntax for using it?

Thanks!

9
Technical forum / Re:Layer.Active Bug ?
« on: March 13, 2003, 07:49:38 PM »
Hm, I guess someone should finally kick my ass to finish those damn docs...  ::)
Consider yourself kicked!  :o

10
Game announcements / Re:My first WME Scene
« on: March 13, 2003, 11:54:51 AM »
Hey, thanks for the encouragment!  

Quote
Update: I just played it  I love the graphics and the puzzles you implemented until now! I'd say: CONTINUE  
I'm curious... did you make it out of the room?

Quote
I will never understand how people are able to create whole games in 3D, I would need days just to create something like the couch... !
Well since I can't draw it's my only option!  :)
Actually I usually just search the web for free models and modify them to my liking.  If I don't find something close to what I want, then I'll make it from scratch.

11
Game announcements / My first WME Scene
« on: March 12, 2003, 11:17:41 PM »

Here's a playable scene from my tinkerings with WME.  I really dig this engine!

Download here:
http://www.bigmoon.net/leo.zip (about 10M)
Unzip and throw it in a folder with wme.exe


It's still a bit rough around the edges.  Who knows, I might even make a whole game.

Oh yeah, it's compiled with build 19 and requires hardware acceleration.


The wme.exe (WME engine runtime) can be downloaded here:
http://www.dead-code.org/download/wme_runtime.zip (400 KB)

12
Technical forum / Re:Possible blocked region bug
« on: March 11, 2003, 09:15:53 PM »
All is right again in the world  ;D

WME Rocks!

13
Technical forum / Re:Possible blocked region bug
« on: March 11, 2003, 07:51:16 PM »
Sure enough!  Using .Blocked instead of .Active did the trick.  I wasen't aware of the .Blocked attribute.

Thanks Jerrot!

14
Technical forum / Possible blocked region bug
« on: March 11, 2003, 01:24:59 PM »
It seems I am unable to toggle the Active state of a blocked region at runtime.  The Active state seems to always stay at whatever value it is set to in SceneEdit.

Thanks!

15
Technical forum / Re:NPC (second actor in scene) help
« on: March 01, 2003, 10:17:48 PM »
Nevermind.  I figured it out. :)

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