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  • RE: Visionaire 5 released

    I should have been more exact: Shader-Textures will usually still be filtered with Nearest Neighbor and so do those which I have reported, it is really just that if such a Texture gets distorted by another Texture, like a Cloudnoise-Texture, there appears Antialiasing where there was none before -- undistorted Textures remain fine, with no Antialiasing. (compare, in my Image, the moving Vegetation (red) vs. the still and undistorted Treetrunks (blue).)I suppose one Way for me to get Distortion without Antialiasing would be to use a Cloudnoise-Texture that is just black & white instead of grayscale -- in that Case, having the Option for antialiased Distortion depending on the Texture being used is probably more of a Feature than a Bug after all ...[EDIT] ... no, that didn't work at all, only made it worse. (See second image: still antialiased, except now the Distortion is just being funky)

    by caligarimarte, 7 years ago

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    caligarimarte 7 years ago
  • RE: Visionaire 5 released

    Hi, today I noticed that in a Project of mine using only Nearest Neighbour Filtering, Textures added to a Shader via "graphics.shaderUniform()" appear antialiased, which is not necessarily optimal for PixelArt. In earlier Versions of Visionaire 5, this was not the Case, so I guess it is a recent Bug. Or is there some Line of Code with which a Lack of Antialiasing can (or must now) be enforced for such Shader-Textures?

    by caligarimarte, 7 years ago

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    caligarimarte 7 years ago
  • RE: skipping cutscene problems in html5 game question

    The definition script box is ticked - and when I run the game and try to press x to skip the cutscene, after quitting (without using esc to skip the cutscene), I get:12:33:26.239:Engine Version: 5.0.6 (Build 1197 from Build date: Jun 25 2018)12:33:26.239:Time needed for preloading game: 14 msec12:33:26.239:No config.ini in /Users/laurentgehin/Library/Application Support/VisionaireStudio/STM0006_0219//config.ini12:33:26.275:Initializing graphics interface. Surface size: 640x480, render size: 320x24012:33:26.282:red, green, blue, alpha, depth size: , doublebuffer , accelerated 12:33:26.304:Serialization finished. Needed time: 22 ms12:33:26.304:SetupParents finished. Needed time: 0 ms12:33:26.304:SortLinks finished. Needed time: 0 ms12:33:26.306:Interfaces loaded. Needed time: 1 ms12:33:26.307:Blocks loaded. Needed time: 1 ms12:33:26.309:Unknown data-field "AnimationFirstFrame" for object (-1,-1) .12:33:26.309:4912:33:26.309:stack traceback: [C]: in function '__newindex' [string "(30,2)"]:1: in main chunk12:33:26.310:Scripts loaded. Needed time: 4 ms12:33:26.310:Time needed for loading game: 71 msec12:33:26.311:Illegal polygon border for object 'Tutorial: obj_Intro' (id: 226)12:33:26.334:Illegal polygon border for object 'Tutorial: obj_Intro' (id: 226)12:33:26.368:no uniform resolution in shader 

    by el_gee, 7 years ago

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    el_gee 7 years ago
  • RE: 3D/2D rigged characters in Visionaire: giving up

    regarding to camera zooms and positioning for different areas:VS has a builtin plugin system where you could create some new Actions which could handle that. As VS is build i doubt that the top-to-bottom order to create cutscenes will change, but all in all you can handle similar stuff like Doublefine did in their cutscene editor.Lipsync will be done automatically for your current speaking character as far as a lipsync file is available (.tsv). Doing gestures while talking may need tweeking of these files as AFRLme already mentioned. Parallax stuff alreaey works and zooming with the shader toolkit can do a lot of stuff,too. Also for these functions you could probably create a plugin to make new actions which control the lua part and the user just selects either characters /objects/coordinates and a zoom level in that action... 

    by sebastian, 7 years ago

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    sebastian 7 years ago
  • RE: 3D/2D rigged characters in Visionaire: giving up

    Interesting, though that's way too much documentary for me to watch.The popping camera he mentioned, you can do that easily with the shader toolkit camera functions. You should also be able to easily pan, zoom, rotate & follow too - you may need to code a safeguard in to prevent the camera from being able to pan past the scene background; unless Simon already sorted that out?Lip sync is easy too as Simon implemented support for Rhubarb Lip Sync which uses the hanna-barbera mouth shape system, which compromises of mouth shapes A-H & X for the idle mouth shape. You can also create custom tsv lip sync files manually if you want & assign animation frame numbers instead of the mouth shape letters in case you want to add special gestures or mood based talking animations.I too would really like to see an internal sprite part/bone rigging animation system. If VS had one built in then it would be perfect - I doubt it would be anything as complex as Spine with mesh warping & all that, but even a basic bone rigging & keyframe animation system with the ability to swap out sprite parts at run time would likely be more than enough, I think? Here's hoping it gets implemented at some point. In the meantime, maybe Simon could look into implementing actual support for DragonBones models for people that don't have the money to purchase Spine - I don't have that kind of money either.

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: 3D/2D rigged characters in Visionaire: giving up

    I believe Simon intends to create a built in sprite-part animation feature at some point, but when that will be? who knows...You talk about the camera in Broken Age, but I'm betting the programmers of Broken Age had to manually code in those camera movements themselves. It's probably the same with most engines? Broken Age was apparently developed with an engine called Moai. I've never heard of it, but based on what I found out about it via google & the github page, it sounds like a framework based engine only - like Löve2D & Ren'Py.As Simon said (aisus), you should be able to use shaders to create some nice dynamic camera movements with panning, zooming & rotation; & all should allow easing too. There are some camera functions Simon added into the shader toolkit, but you would probably be better off coding your own camera stuff if you know how to write glsl - if you do, then you are much better off than I am as I have zero clue where to start.

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: 3D/2D rigged characters in Visionaire: giving up

    Hi Simon, please check out Broken Age, and the 2d characters as well as the dynamic camera that behaves more like a traditional cartoon/film. Compare that with Pillars of the Earth, and you'll realize how dynamic and freeflowing Broken Age is compared to the very static looking Daedalic's camera and scene movement.https://www.youtube.com/watch?v=f41P6fDl9jsToday I tried to import the sample character of the Blender COA tools add-on found here:https://github.com/ndee85/coa_toolsThe sample blend file is stip.blend in the sample file directory. I couldn't get it to work. I tried Collada (old original Blender exporter), but things are missing. I tried the newer Godot Engine collada exporter for Blender, but nothing shows up. (get the new Collada exporter here: https://godotengine.org/download/windows)Basically, I just want to be able to import flat animated cut-out characters with multiple animations, similar to Broken Age, and preferably have things such as lip sync done more or less automatically (this last thing is probably not possible, but I can deal with that in Blender if need be). Having better camera control would be nice too. I wasn't aware of the shader toolkit, and will investigate further - but a quick glance tells me that every camera move must be coded. Ideally Visionaire would allow for real controllable 2d animateable camera objects. It would be nice if the camera could work in layers for parallax effects. Again, check out Broken Age.The other thing I'd say Visionaire would truly benefit from, is an animation timeline to animate and tween anything (characters, background items, objects, cameras, and so on) and fire events, similar to Godot's animation timeline, or Unity's timeline - even simple rigged 2d characters. But now I am dreaming, I suppose.

    by bones, 7 years ago

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    bones 7 years ago
  • RE: Character visibility problem

    That's a script, not a shader. I don't particularly see anything wrong with your script, though maybe you might want to query if the current scene is the same scene as the characters current scene first? Also you don't have to use the mainLoop function to update the shadow characters position - I'm assuming the shadow character only contains a single animation? If that's the case then you could edit the animation frame & update the position via that - set delay time for the animation to 16ms & it will update the position once every system loop if the shadow character is on the current scene.Quick question: why didn't you add the shadow directly into the characters animation images or generate with the 3D graphics program you used?

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: Character visibility problem

    You are using custom shaders for the shadows? Can you post the script/screenshots please?We use a shader to control a character called SHADOW that follow the main character just to simulate his own shadow. Here is the code:local pos  function setCharacterShadow()  if Characters["shadow"].Scene:getName() ~= game.CurrentCharacter.Scene:getName() then Characters["shadow"].Scene = game.CurrentCharacter.Scene end  if game.CurrentScene:getName() == game.CurrentCharacter.Scene:getName() and game.CurrentScene:getName() == Characters["shadow"].Scene:getName() then   pos = game.CurrentCharacter.Position   Characters["shadow"].Position = { x = pos.x, y = (pos.y - 10) }  end end  registerEventHandler("mainLoop", "setCharacterShadow")And then Call Script "Shadow" to activate itWe try to make a clear new game with the same character that isn't visible in our adventure ( without shadow) and everything is ok...

    by davide-civelli, 7 years ago

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    davide-civelli 7 years ago
  • RE: Shaders Manual / Tutorial ?

    Thanks guys. I had thought that shaders would work like particle effects, where there was no scripting needed. I guess I was wrong. Appreciate the help!There are two shader creation/editing options for less/non code savvy users.One is something like visual node editing interface (f.e. Unity native Shader Graph or plugin Amplify), which is very complex thing to achieve and it's not reasonable for Visionaire to do.Second option is prebuild shaders (like ShaderToolkit for Visionaire), but integrated in game development platform GUI. Now this is in scope of features we can ask and hope for. Going further from this idea, it would lead to user custom shaders as plugins with bindings to custom GUI, easily shared in Visionaire community.

    by stroncis, 7 years ago

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    stroncis 7 years ago