WME Resource Center
WME Lite is a fork of the original Wintermute Engine 1.x. The code has been modified to be easily portable to other platforms. WME Lite only supports 2D games.
The following features of WME 1.x are NOT supported by WME Lite:
In addition, since a completely different font engine is used, TrueType font support may work differently than in WME 1.x.
TrueType fonts support in WME Lite
WME Lite is an open source application, licensed under MIT license. The code and precompiled dependencies are available via BitBucket: https://bitbucket.org/MnemonicWME/wmelite
WME Lite is available for free. However, developers releasing commercial games based on WME Lite will have to purchase license of the BASS sound library. BASS license is purchased per platform and costs approximately €125. See the following link for more details: http://www.un4seen.com/bass.html#license
Also to be able to develop applications for iOS, you must be a member of Apple Developer Program, which costs 99 USD per year.
WME Lite has been successfully compiled on the folowing platforms:
Q: Do I have to pay for WME Lite?
A: It depends. WME Lite itself is free, but it uses BASS library for sound, which requires that you buy a license if you are selling the game. You don't have to pay anything if you are releasing a freeware game.
Q: Will you add support for 3D characters to WME Lite?
A: No. Porting the 3D part of WME 1.x would require a lot of time and effort and I believe that time is better spent developing WME2. The goal of WME Lite was to quickly bring existing 2D WME games to other platforms.
Q: Will you port WME Lite to [instert your favourite platform here]
A: I don't have access to other platforms than Windows, OSX and iOS so personally I'm not planning any other ports. However, the source is open and I'm accepting patches. If you are a developer, you're free to port WME Lite to a new platform. It shouldn't be too complicated, as long as both SDL and BASS are available for the platform.
Q: What about Windows Phone 7 / XNA?
A: Unfortunately, WP7/XNA development is based on Microsoft's .NET platform and the C# language. Microsoft doesn't allow native C++ development for these platforms, so "porting" would basically mean "rewriting from scratch in a different programming language" in this case. In other words, WP7 port is not possible until Microsoft allows native C++ development.
Q: Are the tools also ported?
A: No, only the engine is ported. The actual game development still needs to be done on a Windows machine. But the resulting game packages (.dcp files) are runnable on other platforms.