====== WME Lite Documentation ====== ===== What is WME Lite ===== 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**. ===== Forum ===== [[http://forum.dead-code.org/index.php?board=31.0|WME Lite discussion forum]] ===== Unsupported and changed features ===== The following features of WME 1.x are NOT supported by WME Lite: * 3D characters. WME Lite only supports 2D games. * Sprite blending modes. * Video playback (theora video playback support is in development). * Plugins. * Calling external functions from DLL libraries from scripts. * Game Explorer support. * 'Directory' script object. In addition, since a completely different font engine is used, TrueType font support may work differently than in WME 1.x. [[fonts]] ===== New and changed functionality ===== * [[scripting]] * [[filesystem]] * [[iap_guide]] ===== Source code licensing ===== 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 ===== Pricing ===== 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. ===== Platforms ===== WME Lite has been successfully compiled on the folowing platforms: * Microsoft Windows - project file and precompiled dependencied are available for Visual Studio 2008. * Mac OSX - project file and precompiled dependencied are available for XCode. * iOS (iPhone, iPad, iPod Touch) - project file and precompiled dependencied are available for XCode. * Linux * Android (experimental) * [[building]] * [[running]] * [[ios]] ===== Technicalities ===== WME Lite is using [[http://libsdl.org|SDL 2.0]] for graphics/input and [[http://www.un4seen.com/bass.html|BASS]] for sound. Porting to other platforms should be possible, as long as these two libraries support the platform. ===== Frequently asked questions ===== **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 [[http://wme2.dead-code.org|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.