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  • RE: Scrolling camera (vertically) to object/position

    No problem. ;)I forgot to mention that centering anything is basically done by figuring out the coordinate of what you want to center on & then subtracting 50% of default game resolution from both x & y. Visionaire Studio doesn't allow the camera to be scrolled outside of the scene background so any negative value coordinates or coordinate values that would push camera too far down or across will automatically be adjusted (or ignored).P.S: by viewport I am talking about the part of scene you can currently see - as in what the camera is showing. I don't know if that is the correct term. Simon uses that term for the openGL shader in which some of the functions allow you to reposition the camera around the scene, rotate the camera & zoom in/out. Panning with the openGL shader can be more dynamic but there's no safeguards in place to prevent the camera from going past the scene background. You have to script those yourself.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Init failed, could not load game. ??????

    Old hardware is old hardware. Like all games regardless of whether or not they were made on a custom game engine will have issues on random pc & laptops. 4.x was somewhat more demanding than 3.x & I assume 5.x will be even more demanding. It also depends on other factors such as game default resolution & how heavy you get with the animations & openGL shader effects.I think he's in dire need of upgrading a few components or chucking it in the bin & starting from scratch.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Cutscene in show scene/menü (Solved..kinda)

    13:38:34: Engine Version: 4.2.5 (Build 1185 from Build date: Nov 24 2015)13:38:34: Time needed for preloading game: 4 msec13:38:35: Initializing graphics interface. Surface size: 1920x1080, render size: 1920x108013:38:35: Using Framebuffer with texture.13:38:35: red, green, blue, alpha, depth size: , doublebuffer , accelerated 13:38:35: Serialization finished. Needed time: 50 ms13:38:35: SetupParents finished. Needed time: 0 ms13:38:35: SortLinks finished. Needed time: 0 ms13:38:35: Interfaces loaded. Needed time: 0 ms13:38:35: Scripts loaded. Needed time: 1 ms13:38:35: Time needed for loading game: 299 msec13:38:39: log: Fragment shader failed to compile with the following errors:ERROR: 0:13: error(#164) l-value required: assign "color" (can't modify a uniform)ERROR: error(#273) 1 compilation errors.  No code generated13:38:39: log: Fragment shader(s) were not successfully compiled before glLinkProgram() was called.  Link failed. 13:38:58: C:\Users\Frank\AppData\Local/VisionaireStudio/A new Hope/

    by elec, 9 years ago

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    elec 9 years ago
  • RE: Visionaire SHADER ToolKit for Visionaire Studio 5 Beta

    Great! You are a lightning! :DJust one question. The scipt to exclude interfaces/menu and to use them with scene objects remain the same? I mean:This:game.GameShaderExclude = eShaderExcludeInterfaces -- stops shader effects from affecting interfaces, texts & mouse cursors etc. and this one:local eff="ripple1" -- effect name-- the following lines are to make sure the shader is compiled, -- a shader is mini program, that needs to be compiled to use itshaderAddEffect(eff)shaderRemoveEffect(eff)-- this is a standard setting, the shader has a variable that is called strength, we set that to 1shader_effects[eff].num.strength=1-- also for any animation inside the shader, it needs the time, -- so we bind the variable time in the shader to our timebind(eff, "time", field("shader_iTime"))--[[ that is tricky, it contains the settings for something we could call "effect channel", like in an audio mixer, send to channel 1 or such. So we say use the shader "eff" and composition method 5 and 4, list of methods here:0 GL_ZERO1 GL_ONE2 GL_SRC_COLOR3 GL_ONE_MINUS_SRC_COLOR4 GL_SRC_ALPHA5 GL_ONE_MINUS_SRC_ALPHA6 GL_DST_ALPHA7 GL_ONE_MINUS_DST_ALPHA8 GL_DST_COLOR9 GL_ONE_MINUS_DST_COLOR10 GL_SRC_ALPHA_SATURATEthe comp dst means what of the destination goes into the equationand comp src the same for source. So we use the alpha channel of the source image (GL_SRC_ALPHA) and for the destination the inverse (GL_ONE_MINUS_SRC_ALPHA).Destination means our surface, source is the image we are drawing.If we use GL_ONE, GL_ONE you will see that image is like blended onto the surface because the colors are added. ]]shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 1)-- simplest thing of them, set the object "target_object" to the effect channel 1Objects.sea.ShaderSet = 1

    by Paupasia, 9 years ago

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    Paupasia 9 years ago
  • RE: Visionaire SHADER ToolKit for Visionaire Studio 5 Beta

    Hi Lorenzo,the old shader toolkit is not working with Visionaire 5, the script must be updated and they are working on it :DThank you!

    by lorenzo, 9 years ago

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    lorenzo 9 years ago
  • RE: Visionaire SHADER ToolKit for Visionaire Studio 5 Beta

    Hi Lorenzo,the old shader toolkit is not working with Visionaire 5, the script must be updated and they are working on it :D

    by Paupasia, 9 years ago

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    Paupasia 9 years ago
  • Visionaire SHADER ToolKit for Visionaire Studio 5 Beta

    HelloI would like to know if the shaders toolkit will be available under visionaire studio vers. 5 final. I try to use it under vers. 5 beta but nothing happen and often the system crash.thank you in advanceLorenzo

    by lorenzo, 9 years ago

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    lorenzo 9 years ago
  • RE: Visionaire 5 Public Beta Test now live!

    Tested the particle system.... awesome!!! :DI found a little bug, when you remove the texture to change it, the editor crash.I've also updated the shader with the new script, but it's not working with objects. But WOW! The particles system is great and so easy to use :D

    by Paupasia, 9 years ago

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    Paupasia 9 years ago
  • 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, 9 years ago

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    caligarimarte 9 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