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Messages - Jyujinkai

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31
Game design / Re: Swearing in adventures.
« on: September 18, 2009, 05:08:36 AM »
when ever you want to use it. It is all about what you wish to do with the game and who you expect will pay it. Adding sex, or ultra-violence or swearing will limit your audience.. but it can also give you a much more loyal audience.. there is a lot of gamers who are adults looking for more adult themed games. I do not think there is any rules about it... if it fits the character to swear and fits the tone of the game i say do it... never hurt Scorsazy films.

32
General Discussion / Re: Most ridiculous inventory puzzles EVER!!!!
« on: September 16, 2009, 09:28:09 AM »
I agree with Tol.... adventure game ARE inventory puzzles... puzzle box puzzles are good as well but can not support an entire game unless the game itself is just a massive puzzle box (like myst). Still I think perfectpixel's point is not inventory puzzles are bad.. just crazy "wtf" logic of some of them are just stupid... personally i hate the "pick up everything in site" aspect of many adventures.. There should be a logic reason to pick up an item... not just grab everything in site and try to use it on every hot spot you see. IMO This is the crux of good adventure game design... making strange illogical item puzzle chains like that stupid cat thing in the first post... is not the game device of item puzzles that sucks.. it is teh game design itself.

33
General Discussion / Re: Anyone know a good free sound effect library?
« on: September 16, 2009, 07:33:35 AM »
changed their url

http://www.freesound.org

34
Technical forum / Re: 360 backgrounds?
« on: September 05, 2009, 10:23:09 PM »
no sorry.... i am 96% sure this will be in wme2 (when it is done)... but there are other solutions... if i remember right http://pipmak.sourceforge.net/ is designed just for this. Though i am sure there are other options.

35
Technical forum / Re: Solved
« on: September 05, 2009, 06:18:35 PM »
if you edit your tech question to be marked "solved" please append [solved] at the start but leave the original topic so other readers can read and see your solutions....

Thanks

36
Technical forum / Re: Shadow problems
« on: September 05, 2009, 06:17:28 PM »
.... use edit mesh.. it makes a difference... always export from edit mesh. Check your scales (in max) like one model might be a lot bigger than the other in real word units so the same light position in the actor file will result in a screw up...

Did you infact try moving the light miles away.. just to see if it fixed it?

37
General Discussion / Re: Latest stable: WME 1.8.11 (Sep 4 2009)
« on: September 05, 2009, 08:30:40 AM »
wme2 is going to support 2.5D

38
General Discussion / Re: Latest stable: WME 1.8.11 (Sep 4 2009)
« on: September 04, 2009, 03:01:35 PM »
get back to wme2

39
Technical forum / Re: "faking" 3d scenes with an actor?
« on: August 05, 2009, 12:33:01 AM »
The two problems that I can think are-
1. Collisions. Can you rotate a .3ds Geometry File in real-time?
2. Lights. Can lights be moved in realtime, or are they "baked"?

1. No (unless it is an actor file)
2. No

40
Technical forum / Re: "faking" 3d scenes with an actor?
« on: August 04, 2009, 05:46:57 PM »
You can not animate the camera or lights or anythign like that

41
Technical forum / Re: "faking" 3d scenes with an actor?
« on: August 04, 2009, 06:56:54 AM »
there is no advantage to doing what you are talking about in this engine.

42
Technical forum / Re: Shadow problems
« on: August 03, 2009, 09:54:55 PM »
shadows are ONLY done form the light position in the actor3d file nothing else effects it....

If you move it and still getting that error try moving it heaps .. you may have no just moved it enough?

43
Technical forum / Re: First person view?
« on: August 03, 2009, 08:35:42 AM »
WME can make any first person adventure apart form ones where you can lok up down and left and right by mouse movment.. . and a HoG is also very easy to make in wme... just folow the lnks Cat posted at teh start to see how it is done.

44
Game announcements / Re: Tail End Charlie" Adventure Game
« on: July 29, 2009, 09:55:16 PM »
Cool.. I like this a lot... sounds are great and the real-photo look works.. as do the sorta "stop-motion" movements on some of the live actors. All in all cool!! Still took me about 2 seconds to get totally lost.. what this game really lacks is feedback form the cursor... clicking on stuff seams to do nothing... "look at" descriptions would really aid the exploring feel to this game.

45
Technical forum / Re: Question - LeftClick sensitive cursor
« on: July 29, 2009, 01:55:50 PM »
Exploration:

1. I have normal cursor sprite
2. I need change cursor sprite when I press down LeftClick on some object, area (table, ..)
3. when I pull up LeftClick, than set normal cursor sprite, how before
3. through "Game.SetCursor();" isn`t  work   <---- this change cursor permanently

Example:
I have a horse and when I click on it with normal cursor (whip), I need change this cursor over whip with slap animated cursor. When I stop  LeftClick, than back normal cursor.

context sensitive cursors are built into the default way the cursors.

If I understand you correctly you can set any object or region or w/e in wme to load a new cursor when you hover over it.....

So you have a horse... when you hover over it it changes to animated cursor, when you un hover it changes to non-animated.
You hover over the horse whip... the cursor changes to a animated "grab" icon" you un-hover back to normal pointer, left click to pick up the horse whip.

This is all done in the scene editor each element or layer or w/e the fuck they are called has a option for a cursor override. Where on hover a new cursor will be shown.. this of course can be a scripted to load many cursors if you like context sensitive.. like say hover over the horse... and you get a icon to pat it, but if you have a whip in your inventory (the script checks this) it shows the animated whipping icon.... if that makes sense.

So if you do your context sensitive stuff right you should get a way withy doing this as you want... assuming I understand you...

hmmm

Ok I just re-read your post again .....

If you change your icons with left click, (eg: talk, push, walk, molest) you can use the scripting on the layers in scene edit to change them into animated versions as they go over the hotspot...

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