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Wintermute Engine Development Kit 1.8 Report spyware 

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 Downloads: 949
Rating: Good (3.6/5) | Rated by: 24 user(s)
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 Developer: Dead:Code Software | More programs by this producer
 License: Freeware  
 Size / OS: 14.6 MB, Windows All
 Last Updated: September 26th, 2007, 09:34 GMT
 Category: C: \ Authoring tools \ Authoring Related
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Wintermute Engine Development Kit description
Software application that provides the game developers with as much flexibility as possible

Wintermute Engine Development Kit is a set of tools for creating and running graphical “point&click” adventure games, both traditional 2D ones and modern 2.5D games (3D characters on 2D backgrounds).

The development kit includes the runtime interpreter (Wintermute Engine, or WME) and GUI editors for managing and creating the game content (WME tools) as well as the documentation, demonstrational data and prefabricated templates.

Here are some key features of "Wintermute Engine Development Kit":

Resolution and colors
The engine supports virtually any resolution. Your games may range from 320×200 retro-style to high-res 1024×768 (and more) modern looking ones.
Both 16bit (hicolor) and 32bit (true color) color depths are supported. The player can select a color depth appropriate for his computer and the engine handles the color conversion automatically.

Rendering subsystem
Since 3D accelerated videocards are a standard today, WME is able to utilize 3D acceleration to provide fast 2D graphics in high resolutions, with advanced graphical effects such as transparency, alpha blending and antialiasing.
On old computers, WME is able to run in so called “compatibility mode”, which doesn’t require 3D accelerator, but all the advanced graphics effects are disabled.

Development tools
To speed up the development, WME provides a set of GUI tools for designing the game scenes, animations and for managing the project contents. The tools are powered by the engine itself, therefore they can offer a true WYSIWYG :)
Next generation tools are currently under development.

Supported file formats
The engine allows you to use various file formats for storing graphics and sounds. It also introduces custom file formats for defining the game objects.
Graphics formats supported: BMP, TGA, PNG and JPG
WME supports PNG and TGA files with an alpha channel.
Sound formats supported: Ogg Vorbis (OGG) and WAV.
Although WME doesn’t support the MP3 format due to licensing issues, the Ogg Vorbis
format is more than a valid replacement.
These sound formats can be used for both music and sound efects. Large sounds are streamed from the disk and do not waste the memory.
Furthermore the engine is able to play videos in Ogg Theora and AVI format, including automatic subtitles display (SUB format).

Scripting language
WME provides a flexible object-oriented scripting language, which allows you to add almost any feature/puzzle you want. All the game objects support a set of methods and attributes to allow you an easy access to the internal engine workings. You can also create your own custom objects and override and customize build-in methods.
The scripting language uses the common C-like syntax, similar to JavaScript, C++, C#, Java or PHP. If you know any of these languages, you can immediately start to write WME scripts.

Parallax scrolling
Multi-layered parallax scrolling for the scenes is natively supported by the engine and the scene designing tool. No additional scripting is required to implement it.

Packages
Before the game is distributed, it can be compiled into one or more packages. The package files contain all the game resources in a compressed form. You can choose to split the resources into multiple packages, for example to distribute a separate package with sounds/speech, or to release individual game episodes as packages.
The packages can have various priorities. It can be used for example to release a patch for your game. The patch package will only contain the changed files and it will have a higher priority than the original release. The engine will then use the new files.
Throughout the development you don’t need to compile the game. The engine is able to operate directly on the uncompressed files to speed up testing and debugging.

Support for 3D characters
WME includes support for real-time rendered 3D characters. This allows WME developers to create state-of-the-art adventure games which combine 2D environments with 3D characters (so-called 2.5D games), similar to games like Syberia or The Longest Journey. Please see the documentation for more details about supported features and requirements. There is a simple demo available for download.

User interface layer
Using several available controls (such as windows, buttons…), you can build a complex user interface for your games, such as load/save windows, settings window, inventory window etc. All the controls are fully “skinnable”, you can change their look to fit your game.

Localization support
WME allows you to translate your game into other languages. The localization isn’t limited to texts, you can create localization packages containing localized string table, fonts, graphics or even sounds.

Accessibility support
WME provides several options to improve accessibility for vision-impaired players. Firstly it’s possible to send most of the written text to text-to-speech synthesizer, so that the players don’t have to read captions, which are often too small or disappear too fast to be comfortable to read. Secondly it’s possible to manually highlight active areas on screen using keyboard shortcuts, because normally it can be hard to spot them for people with visual disabilities. Thirdly the player can pause the game at any time (using the Ctrl+Space keyboard shortcut) to be able to read any text or examine the scene without rush.

Community
The friendly people at the WME forum are always willing to give a helping hand (and to turn every discussion off topic :)

Continual development
WME is constantly under development. Updates with new features and bugfixes are being released via the WME forum. The Project Manager utility is able to check for updates on the internet so that you can download the latest version immediately after it’s released.


Requirements:

DirectX 8.0 or later
Approximately 50 MB of free disk space
3D accelerated video card compatible with DirectX 8


What's New in This Release:

WME is now available in two versions, Direct3D 8 and Direct3D 9. You can select which version of the runtime should be used in project settings in ProjectMan.
New option "Hardware T&L" in ProjectMan to enable hardware accelerated transform and lighting for 3D models.
New WindowEdit tool for editing windows, inventory boxes and response boxes.
Windows Vista integration support. WME games can now be integrated in Vista's Game Explorer. The changes are too numerous to be listed here. Please see the "Windows Vista support" chapter in the documentation for a detailed description.
Changes to animation handling for 3D characters:
The StopAnim() method now accepts an optional transition time.
There is a new actor3D.AnimStopTransitionTime property for specifying the time it takes to transition back to default pose once animation ends.
Non-looping animations played using the PlayAnimChannel() method no longer get stuck at final frame.
New WME crash reporting library which can upload crash details to a database or send it by email. Please upload crash reports so that common crash causes can be analyzed and fixed.
Optimized rendering speed of tiled images, bitmap fonts and particles.
New format for 2D actors definition file. It allows you to define any number of named animation sets. The animation sets can be then switched at runtime using the new actor.IdleAnimName, actor.WalkAnimName, actor.TalkAnimName, actor.TurnLeftAnimName and actor.TurnRightAnimName properties. Additionally you can load new animation sets at runtime using the actor.MergeAnims() method and unload them using the actor.UnloadAnim() method. The actor.PlayAnim() method now accepts either a script filename or an animation set name. Basically all this is an effort to make 2D actors handling more flexible and more similar to the 3D actors model.
Direct keyboard movement for 3D characters now also works for scenes with 2D blocked regions.
New "Require sound" option in ProjectMan. If enabled the game will not run without a sound card (can be used for games which heavily rely on sound design).
String tables now accept space as a separator, not only tabs.
WME Integrator now also supports UEStudio.
The numpad + and - keys in SceneEdit now also work for adding waypoints, not only region vertices.
Changed the way method calls are terminated (see this forum thread for a detailed description). Since this is a potentially breaking change, it's possible to restore the previous behavior using the "Compatibility" property in ProjectMan.
New debugging options in ProjectMan. You can now specify that you want to include the crash reporting library with the compiled games and that you want the FPS display / debug mode to be enabled for the compiled games. It's useful for building alpha/beta versions of the game.
New "copy as is" file filter in ProjectMan, which specifies that certain file types aren't included in game packages, but rather copied to the output directory. Useful for TrueType fonts and AVI videos.
ProjectMan now displays short help for all the project options.
New property Game.MaxActiveLights which returns the maximum number of lights supported by video card.
New property Game.HardwareTL to check whether the game is using hardware transform and lighting.
New property Game.StartupScene and a corresponding setting in ProjectMan. The standard template now takes advantage of this property instead of hardcoding the filename of the scene.
New Scene event SceneShutdown which is triggered just before the scene is about to be changed.
New method Scene.GetLightColor() for querying the color of a 3D light.
New Game.GetFileChecksum() method for calculating a checksum (CRC32) of a specified file (useful for copy protection schemes).
New scene methods and properties for querying lights and 3D nodes: Scene.NumLights, Scene.GetLightName(), Scene.IsLightEnabled(), Scene.IsNode3DEnabled().
New method for storing the saved game thumbnail (i.e. you can now specify the exact moment when to take the screenshot if you need to, instead of letting the engine do it automatically) - Game.StoreSaveThumbnail(). Similarly, the Game.DeleteSaveThumbnail() can be used to release the stored thumbnail.
New 3D actor methods for checking if an animation is playing: actor3D.IsAnimPlaying(), actor3D.IsAnimChannelPlaying().
New 3D actor methods for specifying animation transition time for various animation pairs: actor3D.SetAnimTransitionTime(), actor3D.GetAnimTransitionTime().
New 3D actor property for specifying which channel to use for talking animations: actor3D.TalkAnimChannel.
New global functions for working with the HSL color model (Hue, Saturation, Luminance): MakeHSL(), GetHValue(), GetSValue(), GetLValue() (requested for easier changing of light intensity).
The video subtitle files (.sub) can now use the "localizable" form of text ("/string_id/actual text") which means you can localize video subtitles using the string table, just like any other in-game text.
The Game.PlayVideo() and Game.PlayTheora() methods now allow you to explicitly specify a video subtitles file.
ProjectMan now provides two actions for files: Open and Edit. Double-click defaults to "Open". These actions use the Windows Explorer file associations.
ProjectMan now allows you to compile a single package, so that you don't need to recompile the entire project after making minor changes. Right-click a package in ProjectMan and choose the "Compile this package" command.
FIX: Custom scene properties were not reset on scene transitions.
FIX: Compiled game packages were sometimes referencing more files than how many they actually contained.
FIX: The check-boxes in the settings dialog no longer disappear when pressing the Alt key in XP/Vista.
FIX: When using multiple particle sprites the particle emitter was always choosing only one of them.
FIX: The engine no longer issues absolute path warnings when working with personal saved games stored in "Documents and and Settings" folder.
FIX: TrueType fonts are now only registered for WME, not for all applications (Win2000/XP/Vista).
FIX: Fixed many hard-to-replicate crash bugs reported by users using the new crash reporting feature.... [ read full changelog ]





Softpedia guarantees that Wintermute Engine Development Kit 1.8 is 100% CLEAN, which means it does not contain any form of malware, including but not limited to: spyware, viruses, trojans and backdoors.

This software product was tested thoroughly and was found absolutely clean, therefore it can be installed with no concern by any computer user.

However, it should be noted that this product will be retested periodically and the award may be withdrawn, so you should check back on this page from time to time. (click here for more information)


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