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  • RE: Hello World, we are back after 10 years with a problem :D

    In regard to the font getting offset incorrectly when the shader viewport is zoomed in... I seem to recall another member having the same issue in their project with that. I think the solution we came up with was to use Lua draw to draw those texts instead as I don't think they were affected by the shader viewport; unlike regular display texts, narration texts, & object texts, etc. I'm not sure if object texts applied to interfaces would be affected... I don't recall if we tested that. I may be completely wrong about what I just suggested though, as it was last year or the year before that I was doing some freelance work for the other person in question & my memory is a bit vague on all the details.

    by afrlme, 2 weeks ago

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    afrlme 2 weeks ago
  • RE: Hello World, we are back after 10 years with a problem :D

    regarding the 2nd issue:how about using an interface instead of your object and exclude that interface as well? (maybe best as big as the game resolution)(I haven't used the shader tool kit in a long time, so this may not work as you want it to as well)we thought about that, but then the text options are not useful and we are not planning to add this texts as inventory items - and what about the main inventory interface while you are hovering? We played / thought about this but rejected that because its not full in its functionallity as we want and also very very complicated because even the texts are changing due to progress of the player for example.Anyway thank you for your thoughts, really appreciate that.

    by crackheadz_, 2 weeks ago

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    crackheadz_ 2 weeks ago
  • RE: Hello World, we are back after 10 years with a problem :D

    regarding the 2nd issue:how about using an interface instead of your object and exclude that interface as well? (maybe best as big as the game resolution)(I haven't used the shader tool kit in a long time, so this may not work as you want it to as well)

    by esmeralda, 2 weeks ago

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    esmeralda 2 weeks ago
  • RE: Hello World, we are back after 10 years with a problem :D

    Oh, Hi Esmeralda! Nice to meet you as well. to the shader rotae "issue" - it must be some kind of side effect, we yesterday tried to put different items into a blank VED which does circulate correctly. Thats why it disappeard suddenly and we both remember correctly that it was working before without the deformation of the object. So, we deactivated all scripts, all actions and set back our engine values to default. Non has worked out so far so we need to go digging on a 17MB VED, this will take ages. Thinking about avoiding that by doing a simple animation... i dont have any clue why this appears still when everything we changed was set back to default.to the 2nd, we know this and do exclude mouse, declaration is fixed when its sticky to the cursor. So maybe i need to describe because our sourcecode here is not neccessary for that.We do have a invisible object placed on every scene, centered with 0% scolling in the effect tab. So its sticky.We use to inject Descriptions (simple Object Text with TTF Font, no Narratortext or Images of the text) to this placeholder if the cursor hovers a point of interest. and the placeholder is effected by the global zoom, which makes the letters move due to zoom movement as well. It is not scaling! 

    by crackheadz_, 2 weeks ago

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    crackheadz_ 2 weeks ago
  • RE: Hello World, we are back after 10 years with a problem :D

    Oh, Hi Esmeralda! Nice to meet you as well. to the shader rotae "issue" - it must be some kind of side effect, we yesterday tried to put different items into a blank VED which does circulate correctly. Thats why it disappeard suddenly and we both remember correctly that it was working before without the deformation of the object. So, we deactivated all scripts, all actions and set back our engine values to default. Non has worked out so far so we need to go digging on a 17MB VED, this will take ages. Thinking about avoiding that by doing a simple animation... i dont have any clue why this appears still when everything we changed was set back to default.to the 2nd, we know this and do exclude mouse, declaration is fixed when its sticky to the cursor. So maybe i need to describe because our sourcecode here is not neccessary for that.We do have a invisible object placed on every scene, centered with 0% scolling in the effect tab. So its sticky.We use to inject Descriptions (simple Object Text with TTF Font, no Narratortext or Images of the text) to this placeholder if the cursor hovers a point of interest. and the placeholder is effected by the global zoom, which makes the letters move due to zoom movement as well. It is not scaling! 

    by crackheadz_, 2 weeks ago

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    crackheadz_ 2 weeks ago
  • RE: How to get started with shaders?

    Hi! You can start from here:https://www.dionous.com/visionaire-guide/#shadersThere are also some examples for you to checkThnx, that is already of great help.The followup question I have now is what use does the vertex shader have? I guess images are just squares with only 4 vertices. And is there a way to export a shader in one game and import it into another?

    by fedor-van-eldijk, 2 months ago

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    fedor-van-eldijk 2 months ago
  • Update 5.3.6 1248 released

    Changelog:- SDL3, mostly won't change much, but you can now drop files on the editor in linux and mac like in windows, windowbrightness functions are removed because they are not supported anymore- Mac Native Silicon build, contains x86 binaries as well as arm64, no changes expected, starts a little faster- ffmpeg8, now supports alpha in vp9 via libvpx (only Mac/Win for now), also av1 support- new text area with translate via openai (you need an api key), better filters and search- config.ini functions: Save selected conditions and values there (requires calling system.configWrite()), also lua functions:system.configSet("key", value)system.configGet("key")setConfig will apply anything instantly that can be applied.Keys:Fullscreen: true/falseResizable: true/falseIntro: true/falseMusicVolume, SoundVolume, SpeechVolume, MovieVolume, GlobalVolume: 0-100Language: name of the current language (VGameStandardLanguage)Resolution: Desktop/Game/Auto/1280x720 (specific resolution)UseTextureCompression: true/falseLockCursor: true/falseLogLevel: Error/Warning/Info/MaxFor changing to fullscreen, set fullscreen first and then resolution.- Class custom action parts (can be: Character, Scene, Condition, Interface, Animation, Action, Multimedia, Savegame, Misc)- Lua if action partsTo use lua if actionparts, register them with isif = true, int3 is always for the elseif checkbox, add that to the text like below.E.g.:registerActionPart("TEST_IF",{ isif=true, link1={text="Object",use=true,control=0}, link2={text="",use=false,control=0}, integers={use=0,useint3=true,pointlabel="",pointdialog=0}, integer1={text="",control=0,min=0,max=0,val=0,options={}}, integer2={text="",control=0,min=0,max=0,val=0,options={}}, integer3={text="ElseIf",control=2,min=0,max=0,val=0,options={}}, path={text="",use=false,filter=0}, string={text="",use=0}, link1filter={"\\eScenes\\VSceneObjects\\eObjects"}, link2filter={}, stringfilter={}, group="Condition"})translation(0, "TEST_IF", "If Test")translation(0, "TEST_IF_Name", "{if %int3==1 then return 'Else ' else return '' end} If %link1 Test")To execute the action part in the player, you need to return two bools, also add true as third param:registerActionPart("TEST_IF",function(activeAction, actionPart) if not actionPart.Link.empty then  return false, true end return false, false -- end of action, resultend, true)- Use %link3 from string in nameNew waypoint scaling options:- Vertical (like the old version)- Horizontal- Triangle interpolation, will make triangles of all points with a scale and interpolate in between, you have to seeAlso the waypoint algorithm is now A*, so spam everything full of points, it won't lag.Action parts:- Compare string values- Change interaction position/direction- Character current outfit is...- Run action part- Reload game and run actionOther new stuff:- iOS home button now grayed out, until you swipe up twice- 16KB alignment android- Show waypoints- Interface tab in player console- Filter in action parts/audio containers/outfits- Point emitter icon now better visible- Auto-mute movie components in editor- Character alignment for interaction position can be set- Lock audio container order- Condition for action areas- Switch container: option to not crossfade from silence- Switch container: option to play only once for continuous containers- 32k limit for pauses is removed- Dialog opening animation, disabled buttons are now recognizable- Gog update- Particle shader (fumbled for current version, next smaller update has it fixed), allows combining masking and particles- the ved in export is now better encrypted- system.windowMode get/set 0:windowed, 1,2:fullscreen desktop, use the config functions for more controlFixes:- Linux player console not working from appimage- iOS mouse not working- Mac export from Mac now removes signature- Shader compilation broken- Cursor stayed active on dialog start if over an object- Changing shader from another tab updates components now- Linebreaks in dialog with bitmap font broken- ReplaceGame broken for unrelated games- Shaderlamp shader not working- Wrong cursor if the editor checks for updates while starting- Input for preview opacity value broken- Green corners in popups- Immediate action aligned character if at destination- Videos don't need widths divisable with 16 anymore- Go to definition didn't work for audio containers

    by SimonS, 2 months ago

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    SimonS 2 months ago
  • RE: Bug when loading frame sequence

    The function to use the color key has been removed a long time ago. Only some parts remain in the UI, I will remove them for the next update. If you want to use a color key you either need to use a shader or just export the files with alpha transparency.

    by SimonS, 4 months ago

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    SimonS 4 months ago
  • Shader tutorials

    Hi everyone,I bought Visionaire a few months ago and am quite advanced with my little game.Now I am in polishing mode and want to add a few shader and particle effects, esp. ripple effects to water. But all shader tutorials I could find here seem to be from 10+ years ago and not available anymore...Does anyone have some good tutorial or example projects on using shaders, esp. on applying shader effects to objects? Or even better on shading water?Thanks all!FelixP.S., if anyone still has this tutorial, would be great: https://www.visionaire-studio.net/forum/thread/visionaire-shader-toolkit-demo/

    by felix-29604, 12 months ago

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    felix-29604 12 months ago
  • 5.3.3 1244 Update released

    Editor Changes:- Preview for comment action parts is longer - After zooming lines in animation center are not cut off now - Copy/Paste positions via Ctrl+C Ctrl+V - Show position of point for object polygons - New dialog for editing timing for sprites in a table - Preview values in editor - Combined conditions are now working correctly in preview - The preview list updates with changes without having to switch scenes - Magnification is not reset between scenes if "Automatically zoom out" is disabled - Audio tracks in Sync Container now snap to markers and tempo except if shift is held - Audio event marker for Sync Container to run an action at a position - Crashes with polygon tools - Dialog about is now copyable - Texts from disabled action parts are now not exported or counted in word count - Integrity check didn't check for vispath: in components and scripts - csv export now includes info about speaker - Dialog area interaction is now correct if alignment is not left Player:- After skipping a cutscene on scrolled scenes the scroll position does not jump now - Starting/stopping audio containers via script: AudioBusses["Random"]:start()AudioBusses["Random"]:stop()- Audio automation was applied delayed - Audio automation for pan was not applied - Events for text transitions, TextTransitionSkipped, TextTransitionIndex. Example for playing a sound for the type writer effect (only sent from the fade effect): function engineEvent(type, data)  if type == "TextTransitionIndex" then    AudioBusses["Random"]:start()  endendregisterEventHandler("engineEvent", "engineEvent")- Shader fade transitions were not working, example project: https://discord.com/channels/335552872806744064/335554421973057546/1308220410516733982 Minimal code: game.FadeEffect = eFadeShadergame.FadeDelay = 1000local shader = shaderCompile("sht_transition.bin")graphics.shaderUniform(shader, "_t_transition_tex", "vispath:wipe.png")graphics.shaderUniform(shader, "progress_size", 0.1)shaderSetOptions({transition = shader}, 1)- macOS: Shift transitions were not working correctly

    by SimonS, A year ago

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    SimonS A year ago