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Topics - Mikael

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16
Technical forum / Compression confusion
« on: January 17, 2008, 01:07:43 AM »
OK. A distributor has bought my games. Now, after I've added logos, splash screens, and such, they're mailing me about this peculiar problem concerning my latest game, made entirely in Wintermute. This is the mail:

The builds for East Side Story appear to be using compression and/or copy protection. Since many wrappers (namely Trymedia's ActiveMark) are incompatible with compression/protection, we'll need builds for East Side Story that

1) keep the original directory tree and
2) don't have uncompressed files


I willingly admit that I don't understand what they're talking about. I've used no copy protection whatsoever, so I guess that the "compression" is the issue here. The game has been compiled using "compile packages" in Wintermute, no more no less. Can someone please advice about what to do?

Thanks,

Mikael

17
Technical forum / Problem with saved games
« on: September 24, 2007, 06:44:28 PM »
I've got this very strange problem here. When people are sending me savegames from my game, I can't load them here. I place them in the correct folder, and they don't even show up in the list. What the heck can be the reason for this?

Thanks for any help!

Mikael

18
Technical forum / Creating patches
« on: September 14, 2007, 01:24:10 AM »
I'm trying to sort out how to create a patch for my game (you never know!), and having some trouble to fully understand the nature of packages.

Let's say that I want some changes in a scene called "buggy scene" in  folder called "buggy folder".

OK, let's begin by creating a new folder in the same level as the "data" folder, and call the new folder "patch". I promote the new folder to package, and set it as the primary package. In the patch folder, I create a new "buggy folder", in which I put a corrected version of "buggy scene" (being careful to use the same names of the entities and scripts, etc.)

When I compile the game, I will have two packages, the old familiar "data.dcp", and a new one called "patch.dcp".

Am I right this far?

What I have no clue about is how to distribute the patch to the end user, so it can install over his previously installed version of the game.

Thanks for any help!

Mikael

19
Technical forum / Combining inventory items
« on: September 13, 2007, 08:37:56 AM »
In my game, when two inventory items are combined to create a third item, I’ve been using this code:

Game.TakeItem("new_item");
Game.DeleteItem("first_item");
Game.DeleteItem("second_item");

My inventory slides down for a second when an item is added to it, and the problem with this method is that you can see all three abovementioned items for a split second in the inventory, which isn’t very nice.

I’ve tried to do it the other way around (that is, first deleting the two items that are combined, and then adding the new item), but when I do that, the new item is never added.

I’m probably just missing something blinding obvious here?

20
Technical forum / Install (?) problem
« on: September 08, 2007, 12:21:38 AM »
A beta tester trying out my game ran into this very peculiar problem. It may have to do with INNO install, which I've used for the install file:

"The beta does not run/install on my computer. The downloaded EXE tried
to start Opera twice and did nothing else, except resisting beeing
killed from the task manager several times, until it gave up.

I downloaded your Demo as well, it displayed your logo and crashed.

I run an Athlon 1800 with 512 MB RAM, a NVIDIA GForce 5200 FX and two
sound systems, an Audigy II and an ESI DSP 2000. This is a Two Monitor
System, the primary desktop resolution is 1280x1024, the secondary
display does 1024x768. Games normaly init to the primary display."

Does anyone know what possibly could cause this?

Thanks,

Mikael

21
Help wanted and offered / Beta testers wanted for East Side Story
« on: September 06, 2007, 08:18:51 AM »
Hi!

My new game, East Side Story, is about to be released, and I need some beta testers for it. It would mean the world to me if someone familiar with WME would give it a run-through.

All I ask of you is that you have some time to set aside in the coming 7 days to test the game.

Send me an e-mail if you're interested.

Check the game out here:
http://www.mdna-games.com/

Mikael

22
Game announcements / East Side Story - Announcement
« on: September 05, 2007, 08:30:25 AM »
East Side Story - A Carol Reed Mystery will be released on October 1, 2007. A playable demo is now available.

The game is the fourth in the Carol Reed Mystery series, and the first one to use the Wintermute engine.

Check out the web site here:
http://www.mdna-games.com

Mikael

23
Technical forum / Right click to bring up menu
« on: September 04, 2007, 01:53:22 AM »
I've touched upon this subject before in the forum, but from a slightly different angle. What I want is to bring up the main menu with a simple right click. I now use right click for examining inventory items and deselecting them, nothing else. What I want is a right click in any other situation to bring up the menu. I've tried so many approaches to this, and nearly gotten there, but the complexity of the "RightClick" section in game.script prevents me from succeeding completely.

Thanks in advance!

Mikael

24
Technical forum / Playback of music files upon loading a saved game
« on: September 02, 2007, 01:28:23 PM »
When a game is saved while a music channel is playing, upon loading the game, the music file starts up at the exact same place as it was when the game was saved. It might be a nice touch to let the music file start from the beginning instead, and give the load a "smoother" feel. Is this possible somehow?

And while we're on the topic: Is there any way to pause the music during the save/load screens ONLY?

Thanks in advance for any suggestions!

Mikael

25
Technical forum / Order of saved games
« on: July 29, 2007, 11:59:20 PM »
In the load/save windows, is there an easy way to place the latest save ABOVE previous ones rather than below all previous ones?

Thanks!

Mikael

26
Scripts, plugins, utilities, goodies / Inno shortcut problems
« on: July 29, 2007, 03:27:18 AM »
I've been trying to get Inno setup to create a working shortcut for my game. However, the shortcut only tells me that it can't find the necessary files when I click on it. The Inno documentation says this about this particular issue:

In virtually all cases, this is something that should be corrected at the application level. Properly designed GUI applications should not expect to be started from a particular directory; they should always specify full pathnames on files they open. In Delphi or C++Builder, for example, it's possible to get the full pathname of the directory containing the application EXE by calling: ExtractFilePath(ParamStr(0)). To get the full path of a file named "File.txt" in the application directory, use: ExtractFilePath(ParamStr(0)) + 'File.txt'.

This is all latin to me, but the documentation also adds this:

If for some reason you cannot fix this at the application level, you can tell Inno Setup to set the "Start In" field by adding "WorkingDir: {app}" to your [Icons] entries.

I've tried all possible ways to insert this to the [Icons] entries, without any success whatsoever. I simply have no idea about how or exactly where it should be added.

Can anybody please help me with this?

Thanks!

Mikaell

27
Technical forum / Scene change transitions
« on: July 27, 2007, 09:56:23 AM »
I was under the impression that the last two parameters in my example here:

"Game.ChangeScene("scenes\xxx\xxx.scene", 2000, 2000);

represents the duration of the transition (in and out). But, regardless of which values I enter, I get the same duration (about 1 second). Have I misunderstood something here?

Thanks for any help!

Mikael

28
Technical forum / Setting variable upon exit?
« on: July 25, 2007, 08:43:27 AM »
I may be out of line here, but I have to know if there's a way to set a variable when leaving a certain scene.

One example: I use a map in my game. In the map scene, the inventory is disabled through a simple variable. There are many possible ways to leave the map, and of course I can reset the variable in every script attached to a scene change, to get the inventory back. However, it would be a nice touch if I could reset the variable in the scene_init.script for the map scene every time I exit the scene instead.

I hope I am making myself clear.

Thanks in advance!

Mikael

29
Technical forum / Line break following the "talk" command
« on: July 24, 2007, 09:03:38 AM »
How do I insert a line break in the text string following the "talk" command? I have somewhere in the back of my head that I read that "|" would do the trick somewhere, but it doesn't work for me.

Thanks in advance!

30
Technical forum / Enlarging hot spot area?
« on: June 29, 2007, 07:21:20 PM »
I'm using the WME demo as the initial template for my inventory. When combining objects in the inventory, the upper left corner of object no. 1 has to hit the center of object no. 2. I'm fraid that this can cause the player to miss the fact that some objects can be combined, especially when object no. 1 is approaching object no. 2 from the left side. Is it possible to change this somehow, so that the objects can be combined as soon as they overlap each other in one way or another, or at least expand the "hot" area to the left side?

I know that placing a dot or something similar in the upper left corner of the cursor is a way around this, but I prefer to avoid that.

I hope I am making myself clear.

Thanks in advance!

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