Search Result

  • RE: Particles doesn't work - how make it snow another way?

    you kinda like BIG animations to put in your games, right :D?Maybe you could use animations, but not to animate the snow. Just a still image which you set as an animation and move this via a function.Making 3-4 "layers"/animations and moving them in different speeds down and also using the shader toolkit to make them wobble a bit could imitate the particle system

    by sebastian, 9 years ago

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    sebastian 9 years ago
  • Heads up on a bug for the shader exclude script.

    Yo peeps,Just wanted to give a heads up if you are having a bug in which the game will no longer fade in, it is more than likely because of this script is on definition.game.GameShaderExclude = eShaderExcludeInterfaces -- stops shader effects from affecting interfaces, texts & mouse cursors etc.This allows you to have interfaces open and text but is not blurred by the shaders. However what it does do is remove the fade in for some reason. Fade out works, but fade in doesn't work at all. Secondly, has anyone come across this and find a solution for it? I'd still need to use the script, but do want the fade in working. My only idea is so far is to execute the script only when I have an interface open.

    by Dilated, 9 years ago

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    Dilated 9 years ago
  • RE: shaderlamp spotlight

    Hey Sebastian,this should be right for you:[code]shaderActivateLighting(1)shaderLamp(0, 0, {500,316,1}, {250,0,0}, {0.001,0.000001,0}, {0,0,0}, {1,1,1}, 1, 90, 0)[/code]This:[code]bind("light1", "lights[0].targetpos", point(inverty(scrollfix(field("{x=500,y=316}"))), 0))[/code]should bind the light to the position. But actually ist seems that the binding not works... I think sth. is wrong with the shader toolkit. Have problems with the binding for my flashlight too...But i hope, the 1st code-snippet works for you...

    by turrican, 10 years ago

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    turrican 10 years ago
  • RE: Dynamic lights?

    Yep. Technically you can do that without the openGL shader also by using the scene brightness value & the to() tweening function.[code]-- fade current scene brightness over 1000ms to a random value between 0 & 20 (0 = black, 100 = default)game.CurrentScene:to(1000, {SceneBrightness = math.random(0, 20)}, easeQuintIn)[/code]... it would be possible to generate random pause value too between each pass by creating a variable to store the random value then assigning that value to a vs value which you can link to a pause action part, that way you could get a dynamically unique lighting flicker each time you called the action block. ;)Simon would be the person to ask about sorting out the lighting with the openGL shader though.P.S: if you enable lighting with openGL then it works like real lighting (minus shadows) in that it lights up whatever is inside of the light radius & then the further you get to the edge of the radius or the further outside of the radius the darker things will get. It's also possible to overlap lighting, which should look similar to what Simon_ASA has in his first screenshot (above).

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Dynamic lights?

    @Lee Can we blink the whole screen with openGL shader kit? Making the scene dark and light again n again like voltage goes down and up?

    by AkcayKaraazmak, 10 years ago

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    AkcayKaraazmak 10 years ago
  • RE: Dynamic lights?

    Can't you use the openGL shader?

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Using Lua to expand tags functionality in text box

    It's on my todo list and I already started with some features, but it will be in a script first like the shader toolkit, in the end it will be in plugin system for the editor for wysiwyg functionality. It's also highly wanted to set texts directly in the editor.

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: Character rotation?

    Hi! What about rotating the the entire scene with a negative value in the zoom shader? i.e. shaderFollowCharacter("", -1, 1000, easeBackOut) -- follow current character at -1x zoom over 1s per movement. Maybe combined with the rotate shader? And/or a simultaneous rotation of objects? Might be crazy!

    by joemid, 10 years ago

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    joemid 10 years ago
  • RE: Visionaire homemade Documentation & Template problems: An Endless Story?

    [quote]Problems can be easily solved.More people buy VS, more VS gets updated.But! In order to succeed that, VS needs more masterpieces.I mean... internationally masterpieces, not only in German. Then who knows people are willing to buy VS even through its a commercial software.AND! Who knows? If devs decided to divide free version and pro version, it will be... um... good?Not about license, about capability. For example, VS's free version doesn't support Spine but pro version does. Or free version doesn't support Shader but pro version does. Yeah, it's better free doesn't support script but pro does.Free version lets people import and 'release' non-commercial game as any platforms. But only pro version lets people release commercial games.If it succeeds, then we will see a lot of free games made by VS. Then VS can be POPULAR. We need more people, more information, more engagement, more devs... nah, more community managers!Anyway if devs make a decision for free and pro version then it would be good previous VS users can use pro version for free or 30~40% discount.This is trend. Think about why Unity and Unreal and Game Maker ended up providing free version.[/quote]There is already a somehow free-version limited to 10 rooms. I don't think that Visionaire lacks "masterpieces". Having "Daedalic" as reference is already the biggest masterpiece you can get. And there are English-Editions of those games out there too. There are several other reasons why VS lacks more free games I think:- missing documentation (alot of people don't know the start in VS, or they get stuck so they gave up)- deadlinks: About half of the template-games in the shop consists of deadlinks. For example the awesome Half-Cut template is offline and other helpful stuff too.the second problem is that most ppl simply don't know about Visionaire cuz:- no pr: The homepage news was updated 6months ago. No advertising on the important sites- no social media: Other tools like AGS are linked to adventuretreff-community, irc, twitter, fb. etc..- no showcase area: Except making a posting here in the forum, there is no showcase section on the website where you can submit screenshots and description of your game. So if you wanna find free games made with VS you have to search all postings in the forum.

    by battlefox, 10 years ago

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    battlefox 10 years ago
  • RE: Visionaire homemade Documentation & Template problems: An Endless Story?

    Problems can be easily solved.More people buy VS, more VS gets updated.But! In order to succeed that, VS needs more masterpieces.I mean... internationally masterpieces, not only in German. Then who knows people are willing to buy VS even through its a commercial software.AND! Who knows? If devs decided to divide free version and pro version, it will be... um... good?Not about license, about capability. For example, VS's free version doesn't support Spine but pro version does. Or free version doesn't support Shader but pro version does. Yeah, it's better free doesn't support script but pro does.Free version lets people export and 'release' non-commercial game as any platforms. But only pro version lets people release commercial games.If it succeeds, then we will see a lot of free games made by VS. Then VS can be POPULAR. We need more people, more information, more engagement, more devs... nah, more community managers!Anyway if devs make a decision for free and pro version then it would be good previous VS users can use pro version for free or 30~40% discount.This is trend. Think about why Unity and Unreal and Game Maker ended up providing free version.BRAND AWARENESS IS MOST PRIORITY.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago