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Messages - Dan Peach

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Technical forum / Re: Inexplicable crash
« on: February 14, 2015, 04:50:38 PM »
Seems like a sprite caused it for some reason. Redid the sprite and it works now.

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 / Re: Future of WME
« on: February 12, 2015, 09:29:44 PM »
Well, I am interested in anything that will extend the life of WME.  :)

Unfortunately I have zero skills in that area, so I can't really help out in any technical way. :(

General Discussion / Re: Future of WME
« on: January 31, 2015, 06:12:11 PM »
Thanks for the replies. :)

My only worry is that any game I make stops working in the future with new Windows versions. I know this could happen no matter what engine I use, and I know it's maybe unrealistic to expect things to work forever.

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.

Technical forum / Re: Scene entity sprite order
« on: July 29, 2014, 06:02:47 PM »
I seem to remember wanting to do this once. I don't think it's possible. I think I ended up swapping the sprites contained in the entities. That kinda achieves the same thing. :)

Cool. Thanks. :)

What does this version do with the item scripts? From what I can tell, all the item scripts were saved in the savegames, making it difficult (if not impossible) to patch problems with items, and still have savegames compatible with the updated game. Are the item scripts not saved anymore?

Thanks.  :)

For Corrosion, I used a new scene for every single view. I created separate folders for each location, and then created separate scenes for each of the 4 views on each node. So for example with a corridor, I could have 5 nodes, with 4 views each, totaling 20 scenes. Like this for example:


Then I'd repeat that for nodes 2 to 5.

This worked best for me because I like things to be as separated as possible. It made it easier to control all the changes in the game because the changes were confined to just one scene. If you have all your views in one scene, then you need all your hotspot regions in one scene, and they need to change when the main view changes, but change back again when it changes again. Seems like a lot to keep track of, and seems very easy to make mistakes and create bugs that will take ages to hunt down because you have to so much going on in just one scene. It was relatively easy to solve problems for me because the scene scripts were quite simple and short because they only dealt with a single viewpoint.

We're all different though. :)

Community bulletin board / Re: WME is 10 today!
« on: January 12, 2013, 07:38:17 PM »
Happy Birthday WME  :) ::rock ::beer

I wouldn't have made anything without this engine, so thanks to Mnemonic for making it in the first place, and thanks to everyone in the community for keeping it going. :)

Looking forward to all the future developments.  :)

Game announcements / Re: The Ancient Mark - Episode 1
« on: December 18, 2012, 02:49:05 AM »
Works much better now I think - great game.  :)

WME Lite / Re: iOS6 orientation problem
« on: November 25, 2012, 09:51:06 PM »
Thanks a lot Mnemonic. It all works perfectly - it even actually rotates now, which looks great. :)

Thanks again - really appreciate the effort. :)

Technical forum / Re: Game.Reset() and the timer
« on: November 24, 2012, 12:24:00 PM »
Thanks guys. I'm not actually using the timer for anything. I just noticed that it wasn't set to zero, and wanted to make sure that was correct. :)

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 / Re: Call to undefined method "GoExclusive" issue on iOS
« on: November 23, 2012, 01:47:07 PM »
Ahhhh thanks Mnemonic - you're right. I was testing the original code in debug mode only in ProjectMan. I've changed it back to the original, taken out the "data" in the paths, and now it works fine in iOS. :)

Apologies for thinking it was a bug, and thanks to everyone for the help. :)

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