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        <title>WME Resource Center wmebook</title>
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        <title>WME Resource Center</title>
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    <item rdf:about="http://res.dead-code.org/doku.php/wmebook:ch1?rev=1197436960">
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        <dc:date>2007-12-12T06:22:40+02:00</dc:date>
        <title>1. Getting to know what WME is</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch1?rev=1197436960</link>
        <description>You’ve downloaded WME and now you’re probably wondering what this WME actually is. WME is a professional adventure game development kit which consists of two parts: Highly advanced development tools used for creating adventure games, and the WME interpreter which brings the games you’ve created to life.</description>
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    <item rdf:about="http://res.dead-code.org/doku.php/wmebook:ch10?rev=1199970743">
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        <dc:date>2008-01-10T14:12:23+02:00</dc:date>
        <title>10. Sound and Music</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch10?rev=1199970743</link>
        <description>WME has very extensive support for sound and music. You can make your game sound quite well without having to needlessly restrict yourself. In this chapter we're going to add a few sounds and a music to our game to make it more alive. 

Before we do that, we have to clarify a few things. WME currently supports two audio formats ogg/vorbis and wav. The main difference is let's say a tradeoff between quality and size.</description>
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        <dc:date>2008-01-10T14:21:40+02:00</dc:date>
        <title>11. Packages and packaging system</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch11?rev=1199971300</link>
        <description>We've already briefly experienced packages at work when we tried to compile packages in the Project Manager (key F7) (id you haven't tried it yet, do it NOW!) Back then everything our game produced was a folder with 3 files - data.dcp, game.exe, and settings.exe. While both exe files are from wme engine itself, data.dcp is the actual game.</description>
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        <dc:date>2007-12-13T11:30:46+02:00</dc:date>
        <title>12. Windows, widgets and other GUI</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch12?rev=1197541846</link>
        <description>In this chapter we'll focus on creating in game windows and their components. Before it was necessary to create all windows by hand, but now we have a great tool called Window Edit, which simplifies the process of window creating. But before we dive deep into the internals of windows editor, we have to say a few words about windows in general.</description>
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        <dc:date>2008-01-10T14:25:10+02:00</dc:date>
        <title>12.1. Window Editor</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch12_1?rev=1199971510</link>
        <description>Okay. Before we dive deep into Window Editor, let's say, that there're still a few things which we need to tweak as this tool is very young. One of the things which can seem impractical is the absence of the default blank template when you add new window through Project Manager. This is an easy fix, so download this file:  and unpack it into your WME dev kit directory to the folder templates\window (so you have there now two folders - question and blank).</description>
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        <dc:date>2008-01-10T16:07:09+02:00</dc:date>
        <title>1.1. Project Manager</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch1_1?rev=1199977629</link>
        <description>As you can see, I’ve added numbers to parts of the Project Manager and we’ll discuss them separately. But before we do that, press F5 or click on the the red exclamation mark in area 5 to get your first taste of WME. When you’re done playing the demo, come back and we’ll speak more about project manager.</description>
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        <dc:date>2008-01-10T11:10:25+02:00</dc:date>
        <title>1.2. Sprite Editor</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch1_2?rev=1199959825</link>
        <description>Let’s start with a question – what are sprites and why would I need such things? Sprite is one or more images which are coupled together with additional informations which your typical image never contains. WME doesn’t support animated image formats as gifs, flc’s or others; it uses its internal sophisticated format for storing animations and other additional informations. Such files are called sprites.</description>
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        <dc:date>2008-01-10T11:27:46+02:00</dc:date>
        <title>1.3. Scene Editor</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch1_3?rev=1199960866</link>
        <description>As both scenes in the demo have too many things going on, we’ll start with something simpler. In the Project Manager right click the folder scenes and choose Add scene. From the left side choose a template “Empty Scene 800x600” and name the scene warehouse. Then locate the folder warehouse in your sandbox-&gt;scenes folder and copy the contents of Chapter 1 resources inside. Double click on the warehouse.scene in the Project Manager to open a Scene Editor.</description>
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        <dc:date>2007-12-10T22:10:26+02:00</dc:date>
        <title>1.4. Window Editor</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch1_4?rev=1197321026</link>
        <description>Coming soon...</description>
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        <dc:date>2008-07-21T19:47:18+02:00</dc:date>
        <title>2. Survivor's guide to WME scripting</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch2?rev=1216662438</link>
        <description>We’ve already managed to get over the first couple of WME tests, we’ve mastered the developers environment and now you’re surely eager to know how to advance! As you’ve probably guessed, the core of all WME operations lies in the scripts. But what IS the script?</description>
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        <dc:date>2008-07-21T07:49:04+02:00</dc:date>
        <title>3. First tour into the real WME realm</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch3?rev=1216619344</link>
        <description>We've found out about the tools and we've learned the basics of scripting and it’s the time to see how this knowledge applies to the game development. Before we start this tour, let’s first make a brief overview of the file types you’ll be using in WME (and I strongly recommend using this naming convention):</description>
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        <dc:date>2008-01-10T11:56:12+02:00</dc:date>
        <title>4. Starting from scratch</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch4?rev=1199962572</link>
        <description>So far we’ve been experimenting with prebuilt demo, but now it’s the time to go back to the roots and create a completely new project of our liking. Start the project manager and press Ctrl+N (alternatively click on the new project icon or choose new project from the File menu). Name your project as you wish and let WME create it.</description>
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        <dc:date>2008-01-10T11:57:56+02:00</dc:date>
        <title>5. Actors</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch5?rev=1199962676</link>
        <description>The following chapter covers actors in general and also deals with the details of the 2D – sprite actor – creation. For those who are interested in 3D actors is then dedicated the chapter called “Going 2.5d” so have patience, we’ll get to it too.</description>
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        <dc:date>2008-01-10T12:04:14+02:00</dc:date>
        <title>6. Working with inventory</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch6?rev=1199963054</link>
        <description>In this chapter we’ll focus on the work with inventory. As there will be a lot of issues to cover, we should hop straight to it. 

First let’s clarify, what inventory is. One of the typical adventure game aspects is the ability to collect various junk lying around in the game world and by using it on another junk player achieves ultimate goals like saving world etc. Also sometimes you might want to strike back and use the inventory junk (referred as items) on something in the game world.</description>
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        <dc:date>2008-01-10T12:06:28+02:00</dc:date>
        <title>7. Dialogues</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch7?rev=1199963188</link>
        <description>WME provides very powerful dialogue capabilities and this chapter deals with the way how you can implement dialogue trees in your game. We’ll use our last example where we have in one scene Molly and Sally.  

Our chapter starts similar to the previous with the definition of so called “response box”. It’s the interface which will have stored the dialogue choices player has to make to successfully communicate with another character.</description>
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    <item rdf:about="http://res.dead-code.org/doku.php/wmebook:ch8?rev=1199969852">
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        <dc:date>2008-01-10T13:57:32+02:00</dc:date>
        <title>8. Starting our first real game</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch8?rev=1199969852</link>
        <description>So far we’ve learned a lot of concepts. We’ve experimented with isolated elements in WME and now came the time to bring it all together. This chapter will deal with a basic story and preparation for our game which we’ll complete in the following chapters.</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/wmebook:ch9?rev=1199970026">
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        <dc:date>2008-01-10T14:00:26+02:00</dc:date>
        <title>9. Finetuning the game</title>
        <link>http://res.dead-code.org/doku.php/wmebook:ch9?rev=1199970026</link>
        <description>Before we go further, we need to fix a few things we didn't pay attention in the previous chapter and demonstrate a few little concepts along the way. This will be only a little relaxing chapter, so we could gather some energy for the upcoming chapters.</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/wmebook:credits?rev=1197298974">
        <dc:format>text/html</dc:format>
        <dc:date>2007-12-10T16:02:54+02:00</dc:date>
        <title>Credits</title>
        <link>http://res.dead-code.org/doku.php/wmebook:credits?rev=1197298974</link>
        <description>Special thanks goes to Mnemonic for creating this amazing engine and for the support he made. Without him this book couldn't exist! (doh) 

Big thanks goes to nihil for providing graphics used in this book.</description>
    </item>
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        <dc:date>2007-12-10T22:46:27+02:00</dc:date>
        <title>Resources</title>
        <link>http://res.dead-code.org/doku.php/wmebook:resources?rev=1197323187</link>
        <description>Here you can download resources for chapters where aplicable. 

[Chapter 1] [Chapter 3] [Chapter 4] [Chapter 6] [Chapter 7] [Chapter 8] [Chapter 9] [Chapter 10]</description>
    </item>
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        <dc:date>2007-12-17T22:17:51+02:00</dc:date>
        <title>wmebook:sidebar</title>
        <link>http://res.dead-code.org/doku.php/wmebook:sidebar?rev=1197926271</link>
        <description>*   Preface 
	*   Resources 
	*   1. Getting to know what WME is 
		*  1.1. Project Manager 
		*  1.2. Sprite Editor 
		*  1.3. Scene Editor 

	*   2. Survivor’s guide to WME scripting 
	*   3. First tour into the real WME realm 
	*   4. Starting from scratch 
	*   5. Actors 
	*   6. Working with inventory 
	*   7. Dialogues 
	*   8. Starting our first real game 
	*   9. Finetuning the game 
	*   10. Sound and Music 
	*   11. Packages and packaging system 
	*   12. Windows, widgets and other G…</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/wmebook:start?rev=1197322251">
        <dc:format>text/html</dc:format>
        <dc:date>2007-12-10T22:30:51+02:00</dc:date>
        <title>WME BOOK Online</title>
        <link>http://res.dead-code.org/doku.php/wmebook:start?rev=1197322251</link>
        <description>Preface

 After months of work on the pdf version of the WME Book, I've decided that it's such a big task to undertake that I've rather chosen a different approach with the book in general. I've decided to release this book as a donationware so everyone who finds information enclosed in the upcoming chapters useful could support further extensions of the WME book and motivate me with the continuation. Also it better reflects the spirit of the engine itself.</description>
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