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  • RE: Visionaire 5 Public Beta Test now live!

    Thank you for your hard Work. Unfortunately, I have pretty quickly stumbled upon a few Problems. I wonder how many more there may be if I dig a little longer.INGAME: When I start up my Game, I first see my Verb-Coin-Interface on a black Screen. Then I see the Scene fade in from black, but the Scene is rendered bigger than my Window (which is smaller than the original Size of the Game), and the Verbcoin is still visible. Then the Scene once again fades in from black, now at the right Size corresponding with the Window-Size, and the Verbcoin is finally invisible.Why is this suddenly happening? It never happened like this before. (Obviously, the Scene should fade from black only once at the Start, and at the right Size right away, and the initially invisible Verbcoin should initially be invisible. All of that worked fine before.) My custom made Shaders don't work properly in this Version: My Day-Night-Shader does not show up at all -- just a simple Shader changing the Screen-Color.Another simple Shader I applied to a River-Object to make it wavely distort does not work either, no Shader visible.Another Shader with changing Screen-Colors does at Least show, but it doesn't work like it should -- but it is also connected to the Day-Night-Shader, so maybe the one Shader's Lack of Functioning affects the other's. At Least I am no longer plagued by the most massive Stuttering when switching Outfits for Walking and Running, so that's a Plus. IN THE EDITOR: I tried to change the Startingpoint-Object for my Main Character. But when the List to choose from opened, it was so unreasonably big, it was bigger than my Screen, bigger than the Editor, I could not move that List around, and the Buttons to say "Okay" or whatever where not onscreen, and thusly unclickable, and thusly I was unable to change the Startingpoint-Object. (Gladly I could still escape the List by pressing [ESC] or this would have been a Case for the Task-Manager...) And then there are Things like what I would have shown in a Screenshot, but Paupasia already that -- I have the same Resolution, and exactly the same Problem. Frankly, I never understood why the Project-Settings are wasting so much Space, all these Options could just as well be presented with less Space -- it, after all, a rather crammed Part of the Editor, and cannot afford to waste Space. But what I really would have considered great would be the Possibility to zoom in or out of such a Menu, like I can in Blender (but I guess that is not a common Gimmick -- still, it's so useful).

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • RE: Are these features available?

    I believe most things can be achieved with the openGL Shader, but unless you know GLSL/C then you will probably need SimonS to help you with that.1. Yes you can create a map screen. Basically the same as a regular scene. Use conditions or animations to determine what should be visible/greyed out. Technically you could even create a mini-map interface if you like, but it would require scripting if you wanted it to be dynamic.2. Zooming can be done with the Shader (via scripting).3. Not 100% sure. Visionaire Studio has a built in particle system which you can use. It's somewhat buggy in the current version, though apparently Simon has overhauled it for the next release of VS, so you'll just have to wait for that to see what is & isn't possible with it.4. I don't think so. You can scale images/animations & reposition the camera, but what you are talking about sounds like warping, where you manipulate an image. It's not possible directly in VS, but we do have support for Spine which is a sprite part animation application which has mesh warping (pro version) features & keyframe animation options, etc. You could probably import a model from that & manipulate it via scripting (not until next update of VS though).5. I believe this is possible with the openGL Shader. Another member on here shared a water reflection script they found online. Simon edited it a little bit so it would work with the VS Shader Toolkit script. I tested it & it did show water ripple & my characters reflection. I didn't have a clue where to begin editing it myself, but it at least tells you that it's possible.Personally I wouldn't get so hung up on all the tiny details. You will have to learn what is & what isn't possible as you go along. You will also have to figure out what you need to cut/edit due to optimize your game as 2D games; especially 2D games at 1080p can be quite demanding compared to 3D games depending on the amount of animations you display & how many frames each animation has & the amount of detail in your images & all sorts of stuff.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Are these features available?

    Hello Ignazio,lets see what we have here:Map: I would like to add a map in order to move between locations. This should be dynamic, with grayed out or appearing areas, like in Shardlight. >Yes. It can be handled as a normal scene with condition based selectable areas.Zoom: I would love to have a zooming feature. For example when the character is moving toward an object, the camera zooms in, like the tube station in Void and Meddler.>I don't know Void and Meddler so i dont know exactly which effect you mean, but a zoom to specific position would be doable with the shader toolkit.Particles: can the particles zoom in or out, like snow flakes coming toward the camera?>The engine has a built-in particle generator. The dev team is recreating it for the next version so i don't know the exact changes they make. But all in all this is possible right now anyway.Stretching: can the whole camera image be stretched? For example think of having it printed on a gummy surface and stretching it with your hands in several directions, like up and right.>I don't know ^_^". Maybe also with the shader toolkot.Reflections: is there a reflection feature? For example, when the character pass in front of a mirror or a window.>Shader toolkit :D Its possible to have water reflections for example but didnt get it working only for specific objects (only whole screen). Maybe the devteam will release some tutorials regarding this topic :)kind regardsSebastian

    by sebastian, 9 years ago

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    sebastian 9 years ago
  • RE: Does visionaire embed fonts ? [Solved]

    Edit : Yes . VS can embed fonts . I test it on Android too . My problem was in use 'Shader Toolkit ' that VS can't support it for mobile yet .Thanks a lot Simon for help

    by TinTin, 9 years ago

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    TinTin 9 years ago
  • RE: Smooth Scroll and Camera zoom with parallax too

    Thanks for reply sebastianI find it as Simon wrote this code 2 years ago. It's OK but not perfect(ease out doesn't work sometimes and I don't want mouse pan control too) http://www.visionaire-studio.net/forum/thread/smooth-scrolling-panning/1/I'm wonder does  'shader toolkit' compatible with mobile ports?

    by TinTin, 9 years ago

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    TinTin 9 years ago
  • RE: Smooth Scroll and Camera zoom with parallax too

    smooth zoom has to be done with the shader toolkit and has some parts described in the wiki. However i never accomplished  it to get it working the way i wanted and discontinued the shaders for now.In the next version of VS it seems that it will be possible to  have smooth scrolling built-in

    by sebastian, 9 years ago

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    sebastian 9 years ago
  • RE: Remembering positions/conditions after save menu visit

    Yes, you need to wrap at begin of scene actions inside of if queries. At begin of scene always gets triggered whenever you reload / display a scene. You could use conditions or value based queries.Personally I don't always use the at begin of scene action for cut-scenes as I often use them for setting up various things in a scene such as opacity, rotation, scale of scene objects/animations, etc or for adding some shader effect maybe or for calling an action block that contains a loop that is dynamically handling something in the scene, such as movement of clouds or lighting & so on & so on.You need to figure out which things need to be triggered each time & which you only want to trigger a single time. You should also kill any looping action blocks inside of an at end of scene action block with the quit action action part.By the way, there is an action part under scene that let's you store the current scene into memory with an option to declare objects, characters, both & also how many scene changes it should remain in the cache.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Release date for 4.3?

    So no news for moving character by keaboard, like WASD ? :)He said he'd write a script for it. I guess one you can drop in like the shader toolkit...

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Fisheye effect

    I don't really understand how it works with objects.If you want to use shader effect to some object, you can use this.setObjectEffect("ripple3") Objects.OBJ_NAME.ShaderSet = 1But i think you can use it only to one object at a time.Check out this thread, Unreal made a pretty demo on using shaders to objects.http://www.visionaire-studio.net/forum/thread/visionaire-shader-toolkit-demo/

    by ke4, 9 years ago

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    ke4 9 years ago
  • RE: Fisheye effect

    thanks guys. Beside the fisheye I saw a water reflection shader here in the forum which I could also successfully add. But it gets Used on the whole screen. What needs to be done to apply a shader only to one object? 

    by sebastian, 9 years ago

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    sebastian 9 years ago