Search Result

  • Visionaire Update 5.0.8

    Hi everyone, 5.0.8 is here, mostly bugfixes but also some new features.Links as usual: Full Version: Windows: http://www.visionaire-studio.com/download/download_fullversion4.htm Mac: http://www.visionaire-studio.com/download/download_fullversion4_mac.htm Free Version: Windows: http://www.visionaire-studio.net/downloads/view/visionaire-studio-5/ Mac: http://www.visionaire-studio.net/downloads/view/visionaire-studio-5-mac/New things:- metal support (for the editor actually now required)- add curves (can also be used via lua currently, for example: https://www.visionaire-studio.com/luadocs/#tween-curves )- add leftclick behaviour - add lua callback tween (see curve example)- visibility/scale/rotation now affects particles - add horizontal fader for volumes - add more block functions (it's still not in the state to write documentation about it)- add search to block dialog - blocks work on mac - add blinking cursor to text field - possibility to use folders (add a - in front)- line drawing is now looking much better- android sdk updateFixes:- copy paste not working - change sprite removes position - sounds don't fade out if no transition set - pause particles and tween while out of focus - particles not correctly scrolled - issues with scrolling and rotationcenter - first frame not set according to lipsync - models not rendering correctly - blendtrack: manual left point moves too fast in audiosystem - auto save value if new automation is created - audio container don't start sometimes - check list box doesn't update labels (scene preview list)- empty scripteditor shows no caret - last line number sometimes not shown - animation studio too big for screen - save warning even if game is empty - fix spine integration - fix labeledit not visible if scrolled - break knobs into rows - the shader toolkit now correctly clamps to the edge again if you use follow character, just redownload it from the luadocs.Now, keep the bug-report channel on discord filled.

    by SimonS, 7 years ago

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    SimonS 7 years ago
  • RE: Black screen in Visionaire Player after latest update

    Can you try disabling the shader toolkit script by unticking the definition checkbox button please?Out of curiosity, have you only just recently upgraded? Simon updated the shader toolkit script recently so it could be possible that you still have the old version. Here's the new shader toolkit: https://www.visionaire-studio.com/luadocs/downloads/shaderscript11.luaAlso Lua version was updated from 5.1 to 5.3 & some of the functions/operators that were available in 5.1, such as table.maxn are now deprecated.https://www.lua.org/manual/5.2/readme.html#changeshttps://www.lua.org/manual/5.3/readme.html#changesThere are links on the 2 pages that I just linked that list incompatibilities.Ok, I resolve it, after your last message: I updated the shaders and the problem is gone!Thank you for the tips

    by davide-civelli, 7 years ago

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    davide-civelli 7 years ago
  • RE: Black screen in Visionaire Player after latest update

    Can you try disabling the shader toolkit script by unticking the definition checkbox button please?Out of curiosity, have you only just recently upgraded? Simon updated the shader toolkit script recently so it could be possible that you still have the old version. Here's the new shader toolkit: https://www.visionaire-studio.com/luadocs/downloads/shaderscript11.luaAlso Lua version was updated from 5.1 to 5.3 & some of the functions/operators that were available in 5.1, such as table.maxn are now deprecated.https://www.lua.org/manual/5.2/readme.html#changeshttps://www.lua.org/manual/5.3/readme.html#changesThere are links on the 2 pages that I just linked that list incompatibilities.

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: Black screen in Visionaire Player after latest update

    Any errors mentioned in the log? After you've run the game via the editor, go to the bit on the toolbar with the 2 play button icons & hover over them. Select "messages.log" & it will open up the folder where the log for the game is saved.Or you can check the log while running the game via the editor by pressing TAB to open up the developer console & clicking on the log option.Alternatively, if you are using multiple screens then you could use [url=https://wiki.visionaire-tracker.net/wiki/Runtime_Log_Monitoring_(h2)]this method[/url] to display a live updating version of the log while you are running the game. Hello again! I include a short part of the log file that the game produce. There are many shader errors. Obviously before updating Visionaire the game run without any problem (I don't know how to link a .log file, sorry!)9:27:27.413:Failed to run string in Lua:  9:27:27.413:String content: local eff="tv2" shaderAddEffect(eff)  shaderRemoveEffect(eff) shader_effects[eff].num.strength=1  bind(eff, "time", field("shader_iTime"))  Objects.tv.ShaderSet = shader_effects[eff].num() 9:27:27.512:Failed to run string in Lua:  9:27:27.512:String content: read_ini() 9:27:27.513:Failed to run string in Lua:  9:27:27.513:String content: shaderBlur(2, 0) shaderLightness(-1, 0) 9:27:27.596:Failed to execute hook function 'shaderMain':  9:27:27.605:Failed to execute hook function 'shaderMain':  9:27:27.614:Failed to execute hook function 'shaderMain':  9:27:27.631:Failed to execute hook function 'shaderMain':  9:27:27.647:Failed to execute hook function 'shaderMain':  9:27:27.663:Failed to execute hook function 'shaderMain':  9:27:27.682:Failed to execute hook function 'shaderMain':  9:27:27.698:Failed to execute hook function 'shaderMain':  9:27:27.713:Failed to execute hook function 'shaderMain':  9:27:28.730:Failed to execute hook function 'shaderMain': 

    by davide-civelli, 7 years ago

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    davide-civelli 7 years ago
  • RE: Color changing on persons via lua

    real palette swapping for sprites would be cool. That would be ideal for sprites with a limited indexed palette with e. g. 256 colors... example of possibilities :www.effectgames.com/demos/canvascycle/Currently i see the only way to do it via the shader system with a fragment shader to run through each pixel and change the color. But thats a bit costly and not "the real thing" . Just tinting the sprite can be done via the methods AFRLme mentioned.~Sebastian 

    by sebastian, 7 years ago

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    sebastian 7 years ago
  • RE: How the new sound system works?

    Just tested changing between scenes after I used a play sound indefinitely action part. If you fade to the next scene when using change scene then it will fade out & stop the sound. If you change to the next scene instantly then the sound will carry on playing. If you want fade then you could do it manually with an interface or with Lua script & changing the scene brightness - or game brightness/contrast if you use the shader tool kit or a custom shader, but the scene brightness won't affect interfaces & the shader toolkit option depends on whether or not you have told it to omit interfaces, fonts, etc.Ok, I'm starting to add the sounds to my game and I'm stucked on one thing. Using this little trick suggested by AFRLme I was able to carry the ambient sound throughout all my backgrounds. Everything works fine, except for one thing that I'll try to explain as best as I can.Right now I followed this logic: at the beginning of the first scene I start the ambient sound (making it a loop sound). When I change to another scene I always do it "istantly", so the sound is carried on, exactly as I wanted it. The problem arises when I save the game. In fact, once I load this savegame the sound is not playing anymore.I already thought about a simple solution, but I don't know how to achieve it. I could add a command at the beginning of every scene saying "if this particular sound is not playing, then play it". But since I can't use a condition to achieve it, I probably need a little lua code.Do you think there is a command or a way to do this?

    by stered86, 7 years ago

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    stered86 7 years ago
  • RE: Visionaire Update 5.0.7

    did you use the updated shader toolkit? 

    by sebastian, 7 years ago

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    sebastian 7 years ago
  • RE: setRotateAnimation does not work on Shadertoolkitv11

    did you Update the shader toolkit after the VS update? 

    by sebastian, 7 years ago

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    sebastian 7 years ago
  • RE: setRotateAnimation does not work on Shadertoolkitv11

    No idea about that, but you don't need to use the shader toolkit to rotate objects/animations - just use the to() tweening function instead - as long as the animation is linked to a scene object then it will rotate with the object.[code]game.CurrentScene.SceneObjects["example"]:to(10000, {ObjectRotation = math.rad(360)})[/code]to(delay, {arguments}, easing, loop, play-forwards-then-backwards)

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • Visionaire Update 5.0.7

    Hi everyone, update 5.0.7 is here, the first version had bugs, if you still have that redownload, else the editor will tell you that there is new version tomorrow. Links as usual: Full Version: Windows: http://www.visionaire-studio.com/download/download_fullversion4.htm Mac: http://www.visionaire-studio.com/download/download_fullversion4_mac.htm Free Version: Windows: http://www.visionaire-studio.net/downloads/view/visionaire-studio-5/ Mac: http://www.visionaire-studio.net/downloads/view/visionaire-studio-5-mac/ Fixes: - double click not working correctly - unlikely crash when loading a ved in the editor - scene volume was 100 when creating a scene - particle curve editor are overlapping - textures were repeated by default, now to clamp to border by default - settings for reverb overlapping - walk destination is not updated - character state is not updated - scene settings move down if scrolled - model animations are not reloaded if changed - audio: scale not saved Changes: - Lua 5.3 Many lua scripts won't work now and need the be revised. Here are some hints: table.getn, table.maxn is now done via # loadstring is now load - updated shadertoolkit is here: https://www.visionaire-studio.com/luadocs/downloads/shaderscript11.lua - updated luacurl-wrapper is here: https://www.visionaire-studio.com/luadocs/downloads/luacurl-wrapper.lua - spine updated (haven't tested) - rumble can now set left and right indepently - allow pausing video and showing interfaces (whoever uses that) - allow movebefore if creating and duplicating objects/buttons - wait for cutscenes to complete before another can start - assembler view for shader (win only) The iOS version is not finished yet, I need some more time... Now some words for the new visual scripting system: It's still experimental, but some things can be done. I will patch more functionality in the next weeks probably. Currently windows-only, crashes on Mac, and I'm not even thinking about the arm port. I'll later do some docs on it, when all listed blocks are working, basicly you create an eventhandler (try globalmouseevent) and the you can build methods, afterwards the interface must be linked in game behaviours.

    by SimonS, 7 years ago

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    SimonS 7 years ago