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Messages - Drax

Pages: [1] 2 3 ... 6
1
Feature requests, suggestions / Re: Toon Outline
« on: August 24, 2007, 07:22:23 AM »
I haven't played the game, but do you really think the characters are 3d ones and rendered?
I looks like they are "traditionally" hand-animated 2D-drawn characters.

It would be great if there's a programm where I can get those sprites.
I can't believe that this is originally 3D an rendered to 2D sprites.

2
Community bulletin board / Re: WME programming book
« on: August 15, 2007, 01:37:07 PM »
I would like to have a printed book of WME programming in my bookshelf.
But the pdf is a "more rational" solution.

Regarding the speed Mnemonic adds new features and releases new versions
(and that's very impressive :o)
the printed book will be obsolete in short period of time.  ;)

It will already be a hard task to keep the pdf actual.
Maybe for beginner-topics it wouldn't be that stressful, but for advanced
concerns i'm shure it's time-consuming to be up to date. So keep you motivation!

DraX

3
Quote
It only works for the talkline directly following the ".SetTalkAnim" call.

Mac means the .ForceTalkAnim call. just to avoid misunderstandings.

I used to define own functions like Talk_wildarticulation('text') or Talk_reallysad('text') to capsulate the two function calls and not allways have to remenber my sprite names (but my functionnames  ::) , maybe I have to reconsider this  ;))

4
Game announcements / Re: Ganja Joe alpha Demo
« on: July 22, 2005, 06:51:28 PM »
Hello Guys,

restarted to work on the project again. ::rock
 
Here is a beta of the demo. After a lot of bugfixing maybe this version will run without the farm (dog still barks) problem.

I tested it at my home pc, maybe on your it will be still there.  :-\ But, I hope it wouldn't.

The speech changing bug is the next one I try to fix. I'm also drawing a lot at the moment, because I change the walking animation of Joe.

Ok, that's it!

Here'S the link:

http://www.ganjajoe.de/GanjaJoe_1.1beta_setup.exe
Greetz DraX

p.s. doe's anybody have problems with the setup script, too? My problem is: I can't start the game with the linkup created by the setup. I't just starts if it's executed in the root folder were the game is in. Maybe something with the environment variables because of a wrong path?
 

5
Game design / Re: "the cube" movie topic
« on: January 24, 2005, 07:50:14 AM »
thank you for the link.  ;D

seems to be bigger communities around the movies.  ::rock

6
Game design / Re: "the cube" movie topic
« on: January 18, 2005, 09:31:02 PM »
you're right that the complete adaption of the movie would be a little bit boring.

But if you'll create some more things in that story? You can do a lot things with the different skills of the carachters by using them like a team. Your don't have to include this primnumbers but making an easier number quest.
Maybe include something with the color of the rooms. Giving some inventory things more to finally get out.

Redesigning that room prinzip, that the rooms are not the same all the time?

Maybe there's a possability to get it to and game-filling story, or create it as a short advanture.

It was just an idea. :-\

Have to watch the sequels, too. Nice to know that there are more.

What about unite the 3 movies in one game? Or just the first and the second if the third is such bad?




 



     

7
Game design / "the cube" movie topic
« on: January 18, 2005, 09:17:42 AM »
hi all,
has anybody seen the movie "the cube"?

I have seen it some weeks ago and I think it would be a nice topic for an adventure game. The innercubes whith the traps. The numbersystem an the moving rooms. If you haven't seen it: It's worth to watch it.

What do you think?

Because im already working on Ganja Joe it wouldn't be possible for me,
but maybe someone is searching for a topic.



 

8
Game announcements / Re: Ganja Joe alpha Demo
« on: December 15, 2004, 06:47:53 PM »
Hey Guys,

just want to say hello, and say that ganja joe's not dead. still drying to fix that bug  >:( ??? ???. but there's less of time. I decided to remake the environment and restart the projekt after xmas, because it has become to complex at all.
In germany we say 'spagetti code'.

Now I hope I can do it a little bit structured.  ::)

so on....
DraX


9
Game announcements / Re: Ganja Joe alpha Demo
« on: September 30, 2004, 07:34:42 PM »
sorry, sorry.

started to work every day and some other things in my life change the last weeks.

the bug with the dog is because the script is now attached to the scene and i forgot to change this if you solve the quest. Update will come soon. (Maybe this weekend).

I don't know where the language bug comes from. I searched my script for days but I haven't found it. Hope to solve it sometime.

 

10
Game announcements / Re: Ganja Joe alpha Demo
« on: September 06, 2004, 04:16:16 PM »
Ok, after attaching it to the scene it seems to work fine.

if(!Game_is_running)Please report;

Here's the link:
GanjaJoe_1.1alpha_setup.exe


DraX

11
Game announcements / Re: Ganja Joe alpha Demo
« on: September 06, 2004, 03:53:52 PM »
it's attached to the game. (But it has to work with the detaching method).

I'll try to attach it to the scene object.

12
Game announcements / Re: Ganja Joe alpha Demo
« on: September 05, 2004, 08:07:11 PM »
Something is real strange here.

The error is caused by the script which let the dog bark if you walk to near to it.

Uncompiled it works fine. The exit in the farm scene detaches the script 'dogbark'.
In compiled version the script 'dogbark' is still active in the island overview.

I tryed to detach it in the overview too, if it's active.But id dosen't

13
Game announcements / Re: Ganja Joe alpha Demo
« on: September 03, 2004, 04:05:24 PM »
 :-X I have to try this out. I hope I can solve the runtime error problem during this weekend.

14
Game announcements / Ganja Joe alpha Demo
« on: September 02, 2004, 07:39:49 PM »
Hello Guys!

After a lot of hard work I decided to delete all the speech files because it
wasn't the quality I want it to be.

Because of the lack of time I will give you the actual version of ganja joe for download.

It's in german and in english (maybe somethings are not really in correct english; please report).

The demo ends with the lettering ("to be continued"), so you know now when you have finished the demo.

I knew one bug in the function to change the language. If you change it to english you can't switch it back to german untill restarting the game.

At the moment no other bugs are known. (Please report if you found one).

The game finally is tested just on my computer. I hope it works on other one's.

15
Game announcements / Re: Our Main Actor
« on: July 31, 2004, 07:31:50 PM »
I'm happy that you all don't have any problems with this topic in an adventure game.

I thought about that, because in an international community of adventure game fans it might be a problem in some societies.

Quote
This thread reminds me of the movie "Jay and Silent Bob Strike Back".
As a tribute to this film we decided to dub the best friend of the main actor "Bob". It was the Idea of a fellow student of mine, who is a fan of the film(s). He created this caracter as a hint giving guy.

Bob sends you a bottle post to every location (around the world) from the main Island (Manamana Island). Even icebound in the polar-ice of the antarctis or in the grand canyons (so he sended it before the water dissapeard). In every bottle post you can find a hint to the actual quest.

But it's a long way to go to put the first hint bottle post in the game.

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