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  • RE: Visionaire RC2 Bugfix Update Changelog

    Please add this feature : In earthquake action add shake direction in x or y or both . I need to shake screen only in y direction move .I know, you didn't ask for a Shader, but I quickly wrote a Shader that will do the Job for you.Here is a Script, have it as Definition-Script:eff = "QuakeY" shader_effects[eff] = { shader = Shaders[eff].Compiled } shaderAddEffect("QuakeY") bind(eff, "QuakeY_Strength", field("Values.QuakeY_Strength.Int")) bind(eff, "QuakeY_Speed", field("Values.QuakeY_Speed.Int")) bind(eff, "time", field("getTime()*0.001"))  Then create a Shader with the Name "QuakeY":#ifdef GL_ES precision lowp float; precision lowp int; #endif uniform sampler2D texel; varying vec2 uvVarying; uniform float QuakeY_Speed; uniform float QuakeY_Strength; uniform float time; void main () {  gl_FragColor = texture2D(texel, vec2(uvVarying.x, uvVarying.y+sin(QuakeY_Speed * time)*QuakeY_Strength*0.0001 )); } Then create two Values named "QuakeY_Strength" and "QuakeY_Speed", anywhere you want (Protagonist maybe), and set them to some Value between 0 and 100. For Speed I suggest 100 as a Default, and then you can set the Strength as a Value to 100 in whatever Action you need it and right after that Actionpart add this little Tweening-Script to let the Camera quake and shake with an Amount of 100 getting smaller within 2000 Milliseconds:Values.QuakeY_Strength:to(2000, {Int = 0}, easeQuadOut)I know the Setup looks complicated, but once that is done, you'll have good and easy Control over your vertical Quake-Effects. It could be extended so you can control both X and Y, but maybe you can do that on your own, as a little Exercise, if you need it.

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • RE: Visionaire RC2 Bugfix Update Changelog

    Example:1. Start cutscene2. Send character TO XY and wait3. End cutsceneOk. Done.  It seems I need more learn for VS . I really didn't know that this code need to block in start and end . VS strongly need to PDF manual for users. @ARFLmeI agree with you . I have to skip shader toolkit at the moment@SebastianCharacter walking to position but 'Wait' function doesn't work and you can skip it by any click . With Marvel method works perfect.

    by TinTin, 8 years ago

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    TinTin 8 years ago
  • RE: Visionaire RC2 Bugfix Update Changelog

    Please see here:[IMG]http://uupload.ir/files/lwhe_wait.png[/IMG]For shaders : I use shader toolkit that made complete black screen on AndroidPlease use the regular image uploader that we provide in this forum instead of linking to external images.

    by marvel, 8 years ago

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    marvel 8 years ago
  • RE: Visionaire RC2 Bugfix Update Changelog

    Please see here:[IMG]http://uupload.ir/files/lwhe_wait.png[/IMG]For shaders : I use shader toolkit that made complete black screen on Android .You can test example shader toolkit (ripple1,2....)

    by TinTin, 8 years ago

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    TinTin 8 years ago
  • RE: Visionaire RC2 Bugfix Update Changelog

    TinTin, If you have problems, please send us your game, describe your problem and we will check it out. But you don't help us by telling us "it doesn't work for me". You could also upload screenshots of your action part. Maybe we can find the problem there. And please tell us about your shader problems. Which kind of shaders? Please send us your game or a short demo of the problem so that we can test it. And please also remember that there already are visionaire games in the iOS Market - like for example:Whispered World: https://itunes.apple.com/de/app/the-whispered-world-special-edition/id962682252?mt=8Game Royale 2https://itunes.apple.com/de/app/game-royale-2-secret-jannis/id1168037742Game Royale 1https://itunes.apple.com/de/app/game-royale-j%C3%A4ger-der-verlorenen-glatze/id1062099661?mt=8The automatic export is still not available in Visionaire 5, thats true.  But it is possible to create and release games for iOS, as you can see in the upper list. If you urgently need help with exports, probably Simon can help you with that. 

    by marvel, 8 years ago

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    marvel 8 years ago
  • RE: Shader Toolkit Effects not Working properly in 5.0RC2

    (Well actually, I could apply some reeeally heavy Shader to something and check that Way... maybe I should try that out...)That would be nice (and easy i guess using the in-game dev console to check the system recources)

    by dionous, 8 years ago

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    dionous 8 years ago
  • RE: Shader Toolkit Effects not Working properly in 5.0RC2

    I don't know of a specific Command for that, but you could, when removing the Effect, reiterate its Addition to the Opject you want it to keep. But I can see how that might be a little janky, and a Chore (depending on the Amount of Objects).Maybe Simon can anwer whether or not a Shader applied to an Object in a different Scene will still influence Performance in any Way at all (because if not, then why bother?), because you and I can only guess.(Well actually, I could apply some reeeally heavy Shader to something and check that Way... maybe I should try that out...)

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • RE: Shader Toolkit Effects not Working properly in 5.0RC2

    That was it , thanks so much! Had missed this part of the docs.Have checked all effects and they are working ok, except:ripple1ripple2highlightI have also noticed a 'light1' effect in the shader but doesn't seem to do anything.How can i remove an effect from an object? I guess it is not wise for performance purposes to leave an effect on an object forever, so i need to be able to detach an effect when leaving the scene.

    by dionous, 8 years ago

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    dionous 8 years ago
  • RE: Shader Toolkit Effects not Working properly in 5.0RC2

    The syntax for binding to object has changed because the shaderset numbers were clunky.http://www.visionaire-studio.com/luadocs/#shadersInstead of shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 2) Objects.Water.ShaderSet = 2it's now:Objects.Water.ShaderSet = shader_effects[eff].num()

    by SimonS, 8 years ago

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    SimonS 8 years ago
  • RE: Shader Toolkit Effects not Working properly in 5.0RC2

    Thanks for the reply; well have managed to get all these effects working, but not on a specific object yet. The calling code suggested before in the forum doesn't seem to work any more:for example:local eff="ripple2"shaderAddEffect(eff) shaderRemoveEffect(eff)shader_effects[eff].num.strength=1 bind(eff, "time", field("shader_iTime"))  shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=50, comp_src=4 }}, 1) Objects.'object name'.ShaderSet = 1shaderRemoveEffect(eff) is VERY weird here and causes black screen. If it is commented out the effect is shown. (why we remove the effect here???)shader_effects[eff].num.strength=1 bind(eff, "time", field("shader_iTime"))Above maybe not needed?? Because they are already included in shaderAddEffect(eff) function!local eff = "NAME_OF_THE_SHADER"shader_effects[eff] = { shader = Shaders[eff].Compiled }shaderAddEffect(eff)Above sounds interesting, but how you can apply the effect to an object only?

    by dionous, 8 years ago

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    dionous 8 years ago