Search Result

  • RE: Shader-Texture not seamlessly tileable?

    Could the Texture's Wrap-Mode possibly be set via shaderSetOptions?Because it usually includes comp_dst and comp_src, with Values correlating to certain GL-Composition Methods (like 4 = GL_SRC_ALPHA , and 5 = GL_ONE_MINUS_SRC_ALPHA ).So if there was some other Method one could write into shaderSetOptions, like a hypothetical "comp_wrap=1" to activate "GL_REPEAT", then maybe I could get rid of the Seam.But there is so utterly little Examples of or Documentation on Shaders in Visionaire, I have no Idea what I could possibly write in there. So, does anyone have a Clue?(Or maybe there is some Line in the Shader-Toolkit-Script that I have to change?)

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • Shader-Texture not seamlessly tileable?

    Yesterday I wrote a little Shader to produce Clouds through two scrolling Textures, and I made the Texture tileable by using "fract(...)" for the Coordinates, which usually works well in other Engines, but here I get an ugly Line at the Texture Seam:https://youtu.be/Jba5bDB3WnsI tried clamping the Coordinates to cut off that Line, but that didn't look good and didn't work well either. I looked up some GLSL and considered glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT), but if that even can be used, I don't know where and how to implement it (as it won't work at the Beginning of the Shader-Script).Somewhere on the Internet I found a supposed LUA-Line for a different Engine, which goes like this: APreviouslyDefinedSprite:getTexture():setTexParameters(gl.LINEAR, gl.LINEAR, gl.REPEAT, gl.REPEAT) ... but if that somehow works in Visionaire, I wouldn't know how.I am still using Visionaire 4.2 instead of 5 (and running it in 4.2.5 looks the same, but I cannot really trust the Editor/Player there to truly show me 4.2.5 and not 4.2), so I don't yet know whether it would work there -- but Shaders work different in 5 and I would at first have to wrap my Head around how to even just see whether it would possibly work better in 5.So, does anybody ou there have a Clue how to get rid of that ugly Texture Seam?

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • RE: Lichtkreis simulieren?

    Vielleicht hilft das hier, ein ähnlicher Effekt den ich vor ein paar Tagen für mein Spiel gemacht habe: shaderRemoveEffect("CaveLight_01") shader_effects["CaveLight_01"] = {shader=basic_fsh..[[  const vec2 ar = vec2(1.6, 0.9); //ASPECT RATIO  uniform float ErlPosX;  uniform float ErlPosY;  uniform float ErlSize;  void main()  {   vec2 pos = vec2( ErlPosX , (1-ErlPosY) + (ErlSize*0.67) );   float Flicker = sin(1.0+iGlobalTime*21.5397)*0.0051235 + cos(7.0+iGlobalTime*33.31579)*0.0123;   float Size = (2.0 * ErlSize) + Flicker;     float w = (pos.x - texcoord.x) *ar.x;    float h = (pos.y - texcoord.y) *ar.y;    float Circle = pow( 1.0 - clamp( (sqrt(pow(w,2)+pow(h,2))/(Size)), 0.0,1.0) , 3);   float CircleB = pow( 1.0 - clamp( (sqrt(pow(w,2)+pow(h,2))/(Size)), 0.0,1.0) , 5);     vec3 color = vec3(1.0, 0.67, 0.33);   vec3 Schatten = color * (1.0-CircleB);   vec3 Schein = color * Circle;     vec3 render = texture2D(iChannel0, texcoord.xy).rgb;   render.rgb = render.rgb - Schatten.rgb; //SUBTRACT   vec3 result = vec3( vec3(1.0) - ((vec3(1.0) - (Schein.rgb)) * (vec3(1.0) - render.rgb)) ); //SCREEN     gl_FragColor = vec4(result.rgb , 1.0);  } ]]} shaderAddEffect("CaveLight_01"); bind("CaveLight_01", "ErlPosX", field("Erlene.Position.x")); bind("CaveLight_01", "ErlPosY", field("Erlene.Position.y")); bind("CaveLight_01", "ErlSize", field("Erlene.Size")); function updateErlPos()  shader_effects["CaveLight_01"].num.ErlPosX = Erlene.Position.x /1920;  shader_effects["CaveLight_01"].num.ErlPosY = Erlene.Position.y /1080;  shader_effects["CaveLight_01"].num.ErlSize = Erlene.Size *0.01; end registerEventHandler("mainLoop", "updateErlPos") [EDIT: Zeilen 37 und 38 dividieren durch 1920 & 1080 -- das ist offenkundig die Auflösung meines Projektes. Diese beiden Werte müsstest du deinem Projekt anpassen.]Wobei "Erlene" (der Name meiner Spielfigur) zuvor in einem anderen Definitions-Script für gobale Variablen definiert worden ist als: Erlene = getObject("Characters[Erlene]")  Das sollte dann so aussehen: https://youtu.be/6h5q_p5deHE(Der äußere Kreis für Dunkelheit benutzt Blendmode "Subtraktion", der helle Lichtschein selbst benutzt "Screen", aber das kann man natürlich auch umschreiben.)Oh, und anbei:Das neue GUI gefällt mir auch nicht so sehr. Aber wahrscheinlich ist das auch einfach nur eine Gewohnheitssache.Keine Sorge, geht nicht nur dir so, und ehrlich gesagt, die neue Benutzeroberfläche ist für einen regulären Laptop-Nutzer wie mich immer noch objektiv schlechter weil weniger kompakt als das alte Design. ;)

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • RE: Animated background - and character "losing" color. Questions from a newcomer to both visionaire and game making at large

    1. Is it possible to use an animated background for the scenes? (I guess this is a question i easily could answer by trying, but as the animation only exist in thought it would yet be a theoretical test and a hypothetical answer at best.) Or can i animate within, so that objects follow the player? What i have are a cityscape that will substitute for one scene of the adventure - and i want to make the buidling have cartoon eyes that follows the main character as he moves around in the scene. the background image itself is always static. But you can add objects and animations on top of that. So yes this would be possible. 2. The main character will during the story progress from a child to an adult, but not change his apperance significally - therefore i guess that is simply a matter of scaling during the scenes - right? The thing is, i would like to make him fade out of colour during the adventure - so that as a youngster he will be full of colours, but as the story progresses he will become partially greyis and at the end entirely grey in a colorful world, can that be achieved without having to change the character animation (could it be made as the character animation) or am i just hoping for something that is well beyond my skills as a enthusiast? Thats also possible. More easily with extra outfits, but i guess you could do the color changing also with Shader effects bound to your character. Buts thats more advanced stuff if you dont know the GLSL Shader language.

    by sebastian, 8 years ago

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    sebastian 8 years ago
  • [Solved] Game Freezes On Notebook

    Hello,I'm using VS 4.2.5 and have been working on my game since a year now. It runs without problems on my Win7 development desktop pc both in the editor and as a build. Also on other test machines, which are a other Win7 desktop pc and a Win10 pc, it runs without errors.Now I tried it the first time on a notebook with a non dedicated video card. It is a Dell Latitude with Win7 and a i5 CPU with 8GB Ram and a Intel HD 4000 graphics. Due to the Visionaire minimum system requirements, it must have at least 512MB shared VRAM. The system settings on the notebook show, that the HD 4000 has 64MB dedicated memory and 1632MB shared memory. The game starts without problems in the editor and as well as build game.But if I click on certain objects in the game, or when certain text should show up, the game freezes. These bugs are reproducible, but I have no idea what causes them, because on all other test machines it runs well. Attached is the messages.log. 18:07:56: Engine Version: 4.2.5 (Build 1185 from Build date: Nov 24 2015)18:07:56: Time needed for preloading game: 40 msec18:07:56: Initializing graphics interface. Surface size: 1280x720, render size: 1280x72018:07:56: Using Framebuffer with texture.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: log: No errors.18:07:56: red, green, blue, alpha, depth size: , doublebuffer , accelerated 18:07:56: Serialization finished. Needed time: 102 ms18:07:56: SetupParents finished. Needed time: 2 ms18:07:56: SortLinks finished. Needed time: 0 ms18:07:56: Interfaces loaded. Needed time: 4 ms18:07:56: Scripts loaded. Needed time: 9 ms18:07:56: Time needed for loading game: 840 msec18:07:57: log: ERROR: 0:13: 'assign' :  l-value required "color" (can't modify a uniform)18:07:57: log: No errors.18:07:57: log: Attached fragment shader is not compiled.18:08:13: Error: can't open file '' (error 0: der Vorgang wurde erfolgreich beendet.)18:08:13: Error: Could not open file ''18:08:13: Error: Accessing buffer of memory file but buffer does not existHave the bugs something to do with the few dedicated video memory on the notebook, or is it something else?Would be great, if somebody could help me.Thanks,Marc

    by markus-creative, 8 years ago

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    markus-creative 8 years ago
  • RE: Search bar: combine keywords?

    Hi everyone,Is it possible to combine 2 keywords in the seach bar of the site? I've been trying this several time, it would be convenient.Example: if I want to search something about shaders, and about light, nothing is returned whatever I try with:light shader"light shader"light+shaderlight +shader(ps: I was trying to find out if there is a shader of light that can follow the current character, in order to create a kind of halo around him)This is still a big bug with the forum, making it impossible to search for anything useful.You can currently only search for a single word on the EN version of the forum.Any help would be great, I've got lots of new questions and can't search for answers. :)cheers

    by andiliddell, 8 years ago

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    andiliddell 8 years ago
  • RE: html5 game size in browser

    I noticed care need to be taken loading scenes, stuff seems to be loading a lot slower, so the next scene loading can be quite uglyI fade in and out is probably a good idea and have animation and sound pre loadedOr if you are creating specifically for html5 only keep that in mind & try to optimize as much as possible for it. Lower resolutions. Less animation frames. Less openGL shader effects. Webp format for images & animations, etc.Browser based games should be fairly small in general.

    by afrlme, 8 years ago

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    afrlme 8 years ago
  • Visionaire RC2 Released

    Hi everyone, next update is here. 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-rc2/ Mac: http://www.visionaire-studio.net/downloads/view/visionaire-studio-5-rc2-mac/ This is the last RC version including small for updates for it, probably. The next version will be the final as we are pretty stable. Now the changelog: - actionpart: color overlay - actionpart: fade sound - actionpart: play sound and wait - actionpart: if character has item - actionpart: if lua (requires a bool return, you can do complex things. e.g. return game.CurrentScene == Scenes.scene0) - actionpart: wait for value - actionpart: wait for conditions - tabs and multiple windows (ctrl+t, ctrl+n, and then ctrl+1 - 9, no support for docking out on Mac) - player: new console gui - more then 2 conditions possible (changes the scripting, -> http://www.visionaire-studio.com/luadocs/#get-condition-value ) - duplicate/create objects via lua http://www.visionaire-studio.com/luadocs/#duplicate-name - set animation center via textboxes - frames timeline scrollable - webp conversion / scaling is back - tab zooms the paintbox now - select animation for waypoint preview - multiselect waypoints and copy entf - list for moving and deleting animation frames - merge waysystem polygons - set music fade time - show object text set font in action part - change lightmap with fade time - veb is now merge compatible - fixed crash with merging - fixed merging order for lists - change order now works in team files - crash with empty return in shader code - emitter loops not saved - spine updates immediately on changing animation - spine animation can be mirrored - overlay can be closed by clicking anywhere - scrolling overlap hidden (emitters) - scripteditor performance - fixed esc key skips video and cutscene - wav support for 8bit, 24bit and 32bit - fixed delete while labeledit deletes the entry - fixed action part selector display issues - fixed translations not working - fixed crash with action part overlay - remove animation sprites if mirroring - loading image in game settings - dialog line break fix - get character text position now always correct - compatibility with non-utf8 usernames in windows what's up next: - finishing the audiosystem - adding more runtimes (spriter, dragonbones, creature) - ios export - plugins

    by SimonS, 8 years ago

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    SimonS 8 years ago
  • Zoom with parallax

     Hi I made a zoom effect by Shader toolkit. But it ignored parllax objects . How can I make  a zoom effect with parallax?shaderViewport(3, 0, 0, 0, 20000, easeLinearIn)shaderViewport(3, 0, 0, 0, 20000, easeLinearOut)

    by TinTin, 8 years ago

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    TinTin 8 years ago
  • RE: Lichtkreis simulieren?

    Hi,bislang arbeite ich noch in 4.2.5, weil ich in meinem geliebten XP 32bit bin. Die Version 5 läuft nur unter 64 bit und auf dem PC bin ich meistens mit Linux unterwegs. Außerdem warte ich die finale Version ab; ich mag außerdem das GUI nicht sonderlich, weil mir die Schriften zu dünn sind und ich jedesmal in der CSS eine andere Schrift reinbasteln muss. Früher oder später werde ich sicher wechseln, da aber die ganze Shader-Geschichte ziemlich kompliziert, unausgereift und mit viel Lua verbunden zu sein scheint, nützt mir das jetzt nicht so viel. Ich verzichte auf Lua, wo immer es geht... ;)Mein Script-Beispiel war jetzt aus einigen meiner Spiele rausgesaugt, vielleicht habe ich da Dinge reingebastelt, die woanders nicht klappen. Ich muss mich zu mehr Disziplin bei Lua zwingen, aber zur Zeit sieht jedes Script wie eine riesige Ansammlung von Versuchen aus; das heißt, da gibt es hunderte von Kommentarzeilen, die ich ausprobiere und immer jeweils aktiv oder inaktiv kommentiere. Ich tue mich irrsinnig schwer mit der Objekt-Schreibweise und was ich wie wo zu definieren und abzufragen habe. Das führt häufig zu Wiederholungen (ich definiere lieber drei Variablen zuviel als eine elegantes modulares Konstrukt aus zwei Zeilen zu basteln - das können nur Programmierer...). Und das führt dazu, dass meine Scripte in der Regel nicht überall funktionieren, sondern NUR in meinem Spiel...Die Werte ergaben sich aus meiner Kulisse und müssen nicht richtig sein. Man kommt auch ganz ohne diese Subtraktionen aus, wenn man das Bild gleich richtig anlegt und zuschneidet. Es geht ja nur darum, dass das Bild links keinen Blitzer hat, wenn die Figur ganz am rechten Rand steht. Und weil ich zu faul war, jedesmal ein neues PNG-Bild in PS zu erstellen, habe ich es einfach an die richtige Stelle verschoben...Wahrscheinlich hast du beim Kulissenstart keine Abfrageschleife eingebaut; das Script muss ja regelmäßig neu aufgerufen werden, sonst aktualisiert sich die Position ja nicht. Sicher können Lua-Profis das besser, aber für mich gilt: egal wie, Hauptsache es funktioniert irgendwie...Die Elfe habe ich aus diesem Spiel stibitzt:[url=http://filehorst.de/d/bibiHijC]Elfe im Labyrinth[/url]

    by Machtnix, 8 years ago

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    Machtnix 8 years ago