Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (TipmyPip, AndrewAMD, NewbieZorro), 16,660 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 5 1 2 3 4 5
Re: Wintermute Engine 1.5 update [Re: Imari] #37212
07/24/05 17:34
07/24/05 17:34
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Wintermute is kind of like 3DGS of the 2D and 2.5D world. It has templates, a decent but less active forum, it comes with it's own editors(which are going to be overhauled and improved), and is powerful. It has a full scripting language so you can add what you want...it's kind of similar to c-script but it has a few little quirks that set it apart. The developer listens to the users and updates are fairly frequent. And, finally with this new update a full plugin component is in place, so that makes it even more flexible for more advanced users.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Wintermute Engine 1.5.2 update [Re: Orange Brat] #37213
10/11/05 04:21
10/11/05 04:21
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
New minor update to 1.5.2:

http://forum.dead-code.org/index.php?topic=1196

Quote:


* The Game.AddResponse*() methods now accept an optional font filename to be used for a given response.
* WME now automatically uses speech sounds if their filename matches the string table ID of a given speech line, no need to explicitly reference speech files in scripts. New Game.AddSpeechDir() and Game.RemoveSpeechDir() for setting directories to look for speech files in.
* Improvements to the plugins API; New IWmeSubFrame class which allows plugins to modify sprites on pixel level. New methods for creating scripting objects from within plugins and for easier setting value properties.




* BUGFIX: Crash on exit when using custom TTF fonts.
* Many, many mistakes in the documentation have been fixed (thanks to odnorf).
* New sample plugin demonstrating pixel operations on subframes (wme_sample_pixel.dll).
* New project demonstrating the snow and pixel plugins usage (wme_plugins_demo).






My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Wintermute Engine 1.5 update [Re: Imari] #37214
11/07/05 19:10
11/07/05 19:10
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline
User
JazzDude  Offline
User

Joined: Sep 2003
Posts: 733
Whitefish, Montana
Thanks OrangeBrat. I was not aware there was a 2.5 game authoring system available. I'm excited to try it because A6 has proved frustrating for me in trying to create a Syberia type of game.

Wintermute Engine 1.6 update [Re: JazzDude] #37215
02/14/06 04:14
02/14/06 04:14
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
New update...he's putting out several beta versions every few days, so this list will be added to as it moves closer to a final release. Thankfully, the engine is moving away from Milkshape files and using X format, now:

Quote:


Changes in WME 1.6 beta 2 (Feb 12, 2006)








* new SetTexture() method for 3D actors; you can assign either a static image or an animated WME sprite as a texture
* new standard animations for 3D actors, "TurnLeft" and "TurnRight", used when the actor is turning counter clockwise or clockwise
* new DrawBackfaces attribute for 3D actors which specifies whether the 3D model should display polygons facing away from the camera
* 3D scenes can now be setup to use 2D-based pathfinding, i.e. you can use the same way of designing blocked areas and waypoints as you would use for 2D actors; see the "Additional 3D options" chapter in the documentation for details
* if you are using multiple inventories, each inventory remembers its scroll offset, so when switching from one inventory to another the original scroll offset is restored
* new Game.InventoryScrollOffset attribute for setting and querying current scroll offset of the inventory box
* new Game.SetSceneViewport() and Scene.SetViewport() methods for changing the scene viewport at runtime
* new Game.SoundBufferSize attribute for setting the size of sound buffer used for streamed sounds/music
* the GUI buttons no longer display mouse-hover effects when game isn't in interactive state











Changes in WME 1.6 beta 1 (Feb 07, 2006)







* new format of 3D actor definition files (see the docs)
* support for Microsoft X for 3D actors
* smooth animation transitions for X files
* new demo project "wme_demo_3d_2", built on the old 3D demo, but with the new actor format
* new RightDoubleClick event
* PlayTheora() method for entities now takes Entity.Scale into account, video is scaled appropriately
* BUGFIX: Custom camera FOV is correctly restored when loading a saved game
* BUGFIX: Changes to save/load to prevent memory leak causing long save/load times under certain conditions






My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Wintermute Engine 1.6 update [Re: Orange Brat] #37216
04/19/06 06:58
04/19/06 06:58
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:


Changes in WME 1.6 beta 3 (Apr 17, 2006)






* new particle generator system; see the "Particle effects" chapter in the documentation for more details
* new "wme_particles" demo project with several predefined particle effects
* new BlendMode attribute for actors, entities and particle emitters, which allows you to set the drawing more (normal, additive blending, subtractive blending)
* all inventory items are now accessible using the new Game.TotalNumItems attribute and Game.QueryItem() method
* new Game.SmartItemCursor property to only highlight the mouse pointer with selected item if the object can handle the item
* BUGFIX: Inventory items animations didn't work correctly after saving game and loading it after restarting Windows
* BUGFIX: PlayTheora() method ignored the Scale after restarting video playback
* BUGFIX: 3D actors with multiple X models weren't properly restored when loading a saved game
* BUGFIX: 3D actors' direction/angle became broken after using the keyboard rotation
* BUGFIX: Item.GetHoverSprite() and Item.GetSprite() methods were broken
* BUGFIX: The PlayAnimAsync() method for 3D actors didn't always work properly
* BUGFIX: WME should now remember previously selected device on dual-screen systems (needs to be confirmed by dual-screen users)






My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Wintermute Engine 1.6 update [Re: Orange Brat] #37217
04/19/06 09:20
04/19/06 09:20
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
That's a cool enegine , and .X models support , and multiple attached can be cool for weapons , objects

It could be great to make some adventure/RPG games with simple combat system.

Can it support background videos : for example moving clouds, animated river,
like in Onimusha 2 ?

Re: Wintermute Engine 1.6 update [Re: TheExpert] #37218
04/19/06 15:25
04/19/06 15:25
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
Quote:

It could be great to make some adventure/RPG games with simple combat system.



Resident Evil

Re: Wintermute Engine 1.6 update [Re: nuclear_winter] #37219
04/19/06 15:28
04/19/06 15:28
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Indeed

But Resident Evil 4 is a great masterPiece , and all realtime.
so it could be used for old resident evil games.

For my part , i'm not going to make some big game or adventure one, i
will rather play one in some months : DreamFall (even if combat system is weak).

Re: Wintermute Engine 1.6 update [Re: TheExpert] #37220
04/19/06 16:35
04/19/06 16:35
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
Quote:

Indeed

But Resident Evil 4 is a great masterPiece , and all realtime.



So is RE Code: Veronica on Dreamcast
Quote:

so it could be used for old resident evil games.



...like RE2, my favourite in the series

Re: Wintermute Engine 1.6 update [Re: nuclear_winter] #37221
04/19/06 16:57
04/19/06 16:57
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Have you tried the 4 ?
try it if you can or someone can lend you a Gamecube.

gameplay is top notch , like graphics and situations , some diversity and
the great context sensitive button that creates an action depending in the
situation.

Page 3 of 5 1 2 3 4 5

Moderated by  aztec, Blink, HeelX 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1