Wintermute
Events
Subscribe:  iCal  |  Google Calendar
Cologne DE   19, Aug — 21, Aug
Cologne DE   22, Aug — 26, Aug
Seattle US   28, Aug — 30, Aug
Atlanta US   30, Aug — 4, Sep
SEATTLE US   31, Aug — 4, Sep
Latest comments

It'd be great to see some kind of tutorial with tips how you made it.

by Atakan Gürkan
1 days ago

How can you make planets? Is it hard

by lesa cote
2 days ago

This is a great post on star wars. Our cheap assignment experts are really impressed. https://www.dreamassignment.com/cheap-assignment-help

Wintermute
Content
Tools
0 followers
0 posts
0 questions answered
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).

Some of the notable WME features

Wintermute-80.lv

Editing a level in Wintermute © Wintermute, 2015

Wintermute Engine is literally packed with various features to provide the game developers with as much flexibility as possible. The feature list below is in no way complete; If you are interested in game development, we recommend that you download the development kit, check the enclosed documentation, experiment with the example projects and visit our forum.

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

Wintermute-80.lv

Adding models © Wintermute, 2015

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 effects. 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

Wintermute-80.lv

A 2D environment © Wintermute, 2015

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

Wintermute-80.lv

Editing a model of a woman © Wintermute, 2015

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.

Questions
Still have questions?