Menu
Login
Language
DE EN FR ES IT CZ

Search Result

  • RE: Scrolling following character as soon as he walks

    Yes, adjusting the bounding boxes seems to be the best solution.For the info: I tried your solution with "-10px" but no success, still the same effect going left.I'll look also in the Shader Toolkit, but will probably need some time to understand it well..Thanks again for your help !You don't have to use the game.WindowResolution values. game.WindowResolution is returning the width/height of the default game resolution you specified for your game in the game properties section of the editor, so game.WindowResolution.x / 2 is default resolution width shared by 2 (half width). You could simply type something like this instead if you prefer...[code]game.GameHorizontalScrollDistance = 3oo -- 300 pixels from edge of screen (x-axis)game.GameVerticalScrollDistance = 200 -- 200 pixels from edge of screen (y-axis)[/code]... here we've told it to only scroll vertically if the character position reaches 200 pixels from the top or bottom of the current viewport (current camera position on the scene) or 300 pixels from the left or right hand side of the viewport.

    by afrlme, 9 years ago

    5
    0
    afrlme 9 years ago
  • RE: Scrolling following character as soon as he walks

    Yes, adjusting the bounding boxes seems to be the best solution.For the info: I tried your solution with "-10px" but no success, still the same effect going left.I'll look also in the Shader Toolkit, but will probably need some time to understand it well..Thanks again for your help !

    by chris, 9 years ago

    5
    0
    chris 9 years ago
  • RE: Scrolling following character as soon as he walks

    No sorry. It's not something I bother doing. I prefer to let the character walk into the bounding boxes. Instead of having it centered exactly on the character you could adjust the width / height of the bounding boxes instead so that it's not exactly on the character...Actually wait... just thought of something... maybe it's because the values are the same & are causing conflict.Try...[code]game.GameHorizontalScrollDistance = (game.WindowResolution.x / 2) - 10game.GameVerticalScrollDistance = (game.WindowResolution.y / 2) - 10[/code]It's not quite centered on the screen now. 10px offset now.Alternatively you could try using the openGL [url=https://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]shader toolkit[/url] & the [url=https://wiki.visionaire-tracker.net/wiki/ShaderFollowCharacter_(CMS)]shaderFollowCharacter()[/url] function. It acts kind of similar, but you can specify easing for it.

    by afrlme, 9 years ago

    5
    0
    afrlme 9 years ago
  • RE: Questions About 3D Characters

    I've tested my 3d characters on Vs5 beta and its much better then 4.25. I found some bugs related with 3d stuff and reported to Simon and later he has fixed them. For the character rotation you can check my game The Dark Inside Me, its not perfect but its looks fine. https://www.youtube.com/watch?v=ynKTw4JCxh0 ... Below there is a link for the demo, you can download and see how a 3d character can look like in VS.I think Vs5 will be good enough for 3d characters, there wont be dynamic realtime shadows and 3d shader support but it can give you good results if you bake shaders to texture.By the way .x format worked best for me. Collade game me some errors, liked messed up textures and bugy character animations.Thanks for the reply. I watched the video, and it seemed pretty okay. I downloaded the demo and played it. I can say this: I would never import 3d into Visionaire after seeing that. It's not that your work isn't cool. Rotating the character is fine enough, but the lack of blending between walking and idling is way too jarring. Maybe you've found away around this and haven't showed it? I'd like to see it if so.No blend; no nothing. Just an idle to an instant walk to an instant idle. That totally breaks the immersion. I wouldn't say VS has 3d support. I would say it's more like 3d semi-friendly, as in you can import 3d, but you probably shouldn't.I'll render my 3d to sprites for sure and do tests like that instead. Outside of that, it's 2d only in VS, or I'll suck it up and buy Adventure Creator and Playmaker for Unity and go that route.Thanks a lot for showing me that. That's exactly what I wanted to see. Good luck with your game! It has a good atmosphere.

    by Kevin Arnold, 9 years ago

    26
    0
    Kevin Arnold 9 years ago
  • RE: Questions About 3D Characters

    I've tested my 3d characters on Vs5 beta and its much better then 4.25. I found some bugs related with 3d stuff and reported to Simon and later he has fixed them. For the character rotation you can check my game The Dark Inside Me, its not perfect but its looks fine. https://www.youtube.com/watch?v=ynKTw4JCxh0 ... Below there is a link for the demo, you can download and see how a 3d character can look like in VS.I think Vs5 will be good enough for 3d characters, there wont be dynamic realtime shadows and 3d shader support but it can give you good results if you bake shaders to texture.By the way .x format worked best for me. Collade game me some errors, liked messed up textures and bugy character animations.

    by AkcayKaraazmak, 9 years ago

    26
    0
    AkcayKaraazmak 9 years ago
  • RE: Lua libcurl

    @ Sebastian: maybe you should consider sorting out some of the documentation then? ;)I am just a regular forum / Visionaire Studio user like you. I don't have in-depth knowledge into the inner workings of VS or access to the source code, so all the help I provide on the forum/wiki, is mostly stuff I've figured out myself or have based on logic. Mostly logic, simple as that.I have no idea how libCurl works either, or the openGL shader stuff. I'm not very savvy in C.

    by afrlme, 9 years ago

    45
    0
    afrlme 9 years ago
  • RE: Recolorize Specific Character Parts

    Hello,My team is discussing the possibility of having a color-shift effect on a specific part of a character.As far as I read on earlier threads we cannot apply shaders specifically on a character, has this changed?We are still developing the character animations so we can easily have a specific palette to cherry-pick for color shifting but my question is wether this can be done in the latest version of VS using a script.Thank you in advance,AlexYou could create multiple outfits for a character & swap the outfits as needed, but no, I don't think it will be possible to use the openGL shader to tint parts of a character in Visionaire Studio 5 either. You should look into sprite part animation (Spine), but from the sound of Simon's recent replies in certain threads it's not sounding like you can swap out sprite parts during runtime either, which is a shame.

    by afrlme, 9 years ago

    2
    0
    afrlme 9 years ago
  • RE: Settings Template

    No template, sorry. You shouldn't miss a tick for hiding subtitles if game also has a voice-overs. Maybe some list of all available game controls? In case the player is not sure what does what.brightness sliderHow would you do that? With the shader? Will that look good?its an internal player lua command which controls the gamma:SetWindowBrightness(int) int = 0-100https://wiki.visionaire-tracker.net/wiki/SetWindowBrightnessI encountered a strange bug with setWindowBrightness() / getWindowBrightness() when I tried to use it for creating a brightness/contrast option for Midnight at the Celestial Palace. I ended up having to use the shaderLightness() function instead, but I think the brightness option ended up getting scrapped altogether for some reason or other (I think it was because it needed to be checked & declared at begin of each scene in case a save file was loaded as it reset back to default brightness) - was something along those lines anyway.In regards to setWindowBrightness() for some reason the slider wouldn't go all the way to the left, it would glitch out around 20%. As for why, I couldn't find a reason as the conversion calculations were correct as I'd used them for volume settings.@ Thomas: there's always my advanced menu template available, but it's a little old now (at least 2 years), so it contains out of date scripts & methods I no longer use. Since then Simon introduced Lua shorthand & multiple instances of mainLoop & so on.https://www.dropbox.com/sh/594t03agkg18e06/AAC6L2GOFjn_hrLl4fjk4ibja?dl=0P.S: I also provide freelance development/scripting if you are interested. Menu & config.ini seem to be the thing I am mostly asked to sort out, so I guess you could say it's kind of a speciality of mine. ;)

    by afrlme, 9 years ago

    7
    0
    afrlme 9 years ago
  • RE: Settings Template

    No template, sorry. You shouldn't miss a tick for hiding subtitles if game also has a voice-overs. Maybe some list of all available game controls? In case the player is not sure what does what.brightness sliderHow would you do that? With the shader? Will that look good?its an internal player lua command which controls the gamma:SetWindowBrightness(int) int = 0-100https://wiki.visionaire-tracker.net/wiki/SetWindowBrightness

    by sebastian, 9 years ago

    7
    0
    sebastian 9 years ago
  • RE: Extending with C++ Libraries or Native Component?

    I believe we already have support for some network related features through LuaSocket/libcurl. We have support for openGL shaders too, so if you know C/GLSL then you can write your own shaders. We also have support for Lua script.I think Simon was working on something to allow importing of modules (I vaguely recall him mentioning something about importing something - my memory isn't that great).He's working on new shader stuff at the minute, box2D physics engine & some other stuff.Anyway, to answer your question you should be able to create network based features with libcurl to access data from a website server & probably also to be able to store it too, so you could use it for stats or displaying a news feed in-game.

    by afrlme, 9 years ago

    1
    0
    afrlme 9 years ago