Search Result

  • RE: One time long fade?

    @Paupasia You don't have to create an action for every scene. It is possible to call an action which you created in scene A in scene B. But you are right, using the character to store the actions might be easier to keep track of.Regarding shader: I just started looking into the shader toolkit a few weeks ago. I can't code a single line, so I was a bit afraid of the shader :-)  But it is really simple (you don't have to understand the code to use it ;-) ). Just copy the shader toolkit into the script section and set it as definition script. Then in the action where you change the scene use the actionpart "execute script". Put the line of script there like: shaderLightness(-1, 0) (-1 means total darkness, 0 is the delay-time, here immediatly)Then a pause actionpart and after that a second execute script-actionpart to turn the light back on, like: shaderLightness(0, 3000) (0 = normal brightness, delay of 3 seconds)Edit: The Link didn't catch the _(CMS) at the end of the adress. I don't know why... Just add that manually or search the wiki.

    by esmeralda, 8 years ago

    22
    0
    esmeralda 8 years ago
  • RE: One time long fade?

    esmerelda,Unfortunately I know nothing about scripting, so the Shader Toolkit might be out (and theres nothing on the page you linked)Paupasia,Is there a reason the action would be inside a character, and not just called before the regular change scene action?Thanks!

    by ygmantell, 8 years ago

    22
    0
    ygmantell 8 years ago
  • RE: One time long fade?

    I guess you could use the shader toolkit. There is a function called ShaderLightness which adjusts the screens lightness.https://wiki.visionaire-tracker.net/wiki/ShaderLightness_(CMS)If you would start really dark and then change to normal brightness you could get a transition as long as you would want.I don't know how dark the screen will get (because I haven't tried it yet), but it is worth a try.

    by esmeralda, 8 years ago

    22
    0
    esmeralda 8 years ago
  • RE: Designing my 2D First Person Game!

    someone did a 360 with AGS and a cubic version, I think they offset two images for a looping 360 but I'm not really sureIn Visual Studio you can use a tab control and use it like pages, you can get rid of the tabs to do a Myst style side showIf we had more control of the 3D we coulld use a cube or sphere with a shader so the shading is constant, then hidden primative shapes for hotspotsThere's verious versions of the Dagon engine which can do panos out of the box, I think he intends to release the Unreal version as a blueprint which is powering Asylum.. if it ever gets finished!

    by Nigec, 8 years ago

    81
    0
    Nigec 8 years ago
  • RE: Displaying Character Name along with Dialog

    No worries. Check out the online Lua docs that Simon has been working on. He has posted links to other websites/blogs with useful information in regards to learning the basics of Lua script. I highly recommend checking out the [url=http://www.phailed.me/2011/02/learn-lua-the-hard-way-1/]phailed.me[/url] blog as it's written in a way that pretty much everyone can understand.Quick note: scripting in visionaire is a combination of 3 different things.Lua script - this is a language used by various different applications, game engines & websites. It's fairly easy language to learn & there are lots of different websites & blogs out there with syntax examples & tutorials.VisObj (visionaire objects) - these are essentially tables that contain various data for your game & the game engine. You can query or modify most of these during runtime inside of any custom scripts you create. All of the VisObj can be found on the data structure page of the wiki.GLSL (openGL shader language) - I think this is basically C (Simon?). It's a lot more complicated than Lua script, but for those that know any of the C languages such as C++ or C#, they should probably be able to learn how to write custom shaders with it to provide various different lighting & screen warp effects & so on to apply to their games.Also, you should check out the "script index" page on the wiki. I have provided various script examples of my own & other peoples. Most come with resource files & tutorials. Reverse engineering is always a great way for learning things. ;)

    by afrlme, 8 years ago

    17
    0
    afrlme 8 years ago
  • RE: Shadows?

    Is there an easy way to establish shadows with the shader toolkit? :-)constantinNot with 2D games. Though I have seen someone create a module for Löve2D Lua game engine that can generate basic shadows from 2D objects, but you are probably better off drawing them in yourself as generated shadows will never look very good in a 2D or 2.5D game compared to 3D games as there's not much in the way of light refraction when it comes to 2D backgrounds (in other words there's nothing to bend the light which causes shadows to skew, shrink, warp or display on multiple surfaces). Projected shadows in 2D games appear to float which looks (in my opinion) utterly shite.

    by afrlme, 8 years ago

    2
    0
    afrlme 8 years ago
  • Shadows?

    Is there an easy way to establish shadows with the shader toolkit? :-)constantin

    by constantin, 8 years ago

    2
    0
    constantin 8 years ago
  • RE: Question about normalmaps

    I guess his plan is to use some kind of light sources (maybe shader lamps) to affect the displayed scene objects/characters. But im not sure if this is easy to implement a combination of those two separate things right now at all.

    by sebastian, 8 years ago

    11
    0
    sebastian 8 years ago
  • RE: Visionaire Studio 5 Tutorials - German + English(from EP. 20)

    Nur kein Stress. :p Tatsächlich muss man den Shader ja nicht verstehen, um einzelne Funktionen abzurufen. Da hab selbst ich nun den Zoom zum Laufen gebracht, nachdem ich mich erstmal rangetraut habe. Ein paar mehr Details zu den einzelnen Funktonen wär zwar nett, aber vielleicht wird da die Dokumentation noch ausgebaut.Aber falls du noch Themen für die Tutorials suchen solltest und dich mit dem Partikelsystem auskennst - da wäre ich auch für ein paar erklärende Worte dankbar. So einiges erschließt sich mir da nicht...

    by esmeralda, 8 years ago

    132
    0
    esmeralda 8 years ago
  • RE: Visionaire Studio 5 Tutorials - German + English(from EP. 20)

    Ich schätze, eigene Shader bauen geht mir völlig über die Hutschnur! :-) Ich habe es grade mal geschafft, mir mit der to() funktion ein Sliding-Interface zu basteln. D.h. auf deine Lua-Tutorials freue ich mich auch schon!Ich meinte schon mit dem vorhandenen Shadertoolkit. Da suche ich gerade nach Beispielen für den Zoom und wurde noch nicht so fündig. Wenn ich deinen Thread mal kurz für eine Fragestunde zum Shadertoolkit misbrauchen darf:Was ist der Unterschied zwischen shaderZoom und shaderViewport?Welche Werte setze ich beim shaderViewport ein? Meine Vermutung: shaderViewport(Zoomlevel, x, y, Rotation?, Dauer, Easing) ?Edit: oh, wer lesen kann... In den Anmerkungen des Shaderscripts stehen die Erklärungen ja drin!

    by esmeralda, 8 years ago

    132
    0
    esmeralda 8 years ago