Search Result

  • 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
  • RE: Visionaire Studio 4.2.5 Released

    [quote]Moving diagonally should work, but the way finding doesn't work right as it seems... Next build.Uraal: Are you on Mac or Win ? I couldn't get a crash on windows.Ke4: Newest shader toolkit ?[/quote]I am using Windows 10 64 bit. =)

    by Uraal, 10 years ago

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    Uraal 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    Moving diagonally should work, but the way finding doesn't work right as it seems... Next build.Uraal: Are you on Mac or Win ? I couldn't get a crash on windows.Ke4: Newest shader toolkit ?

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: Game crash with odd error in viseditor.log

    That are errors from the shader, nothing related. Does the player or the editor crash ? If it's the player you should get a dump.

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    I thought that objects action areas are now on the correct place when the shader zoom is used, but it still doesn't work in 4.2.5?

    by ke4, 10 years ago

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    ke4 10 years ago
  • RE: "At beginning of scene" actions trigger on save load

    How to disable shader effects, I mean, entire shader script? I can remove shader effects after I used but still the problem occurred.Besides, I need to know how to delete shader effect applied on object. All I can do is set shader set 0. Also I've set setObjectEffect("none") in the object designation but it's not removed properly. Edit: Oh my. Well.. I figured out. I made two shader scripts. Two are same. One for as execution script the other for definition script... and the game loads execution script after first autosave. I just call a script at the beginning of the scene of main menu.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: "At beginning of scene" actions trigger on save load

    I don't know about positions of animations & things. I think you would probably need to create some values to store positions & then have VS update the positions in the at begin of scene action based on the returned values.I don't really know how it would be possible to do this freeze thing you are talking about as VS only stores certain data in the save files & rest is read from the data stored in the xml data of the ved or vis file depending on whether you are running through the editor or running a compiled build.I also think the save files would be massive if it had to store everything & I'm not sure it would be able to remember the line it was on in every script. First it would have to know if a script / function was currently being iterated through. All in all I think it's pretty complicated.As far as I know it mostly stores the important data.[list][*]position of all characters.[*]boolean value of all conditions.[*]integer value of all values.[*]string value of all values.[*]object offset values. (not sure about this one).[*]object opacity (visibility). (also not sure about this one).[*]etc...[/list]Shaders & scripts are instances that need to be declared. If you are using shader effects then I believe it would be best if you disabled them before saving - it would be the safest way to ensure you don't end up with any strange overlaps, especially if you are declaring shader effects at the start of a scene.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: "At beginning of scene" actions trigger on save load

    [quote]a save game should be a freeze, not a global reload of all variables and conditions.[/quote]I assume this is why Shader effects get werid. Save and load does not freeze shader's... um... thing?About Shader action, believe or not when you rotate some objects with shader then go to first autosave and back to scene, the object STILL rotating. Other conditions restored its original state but shader still doing... something.I think there must be fix in order to let shader be affected by save and load. Or make it big just like fulviov suggested.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: "At beginning of scene" actions trigger on save load

    [quote]What happens when you start your game the first time and save right away? Does a "at the beginning of the scene" trigger on normal game start or only in loading the saved file? [/quote]I tried that. I execute the fresh start save at the very first of the game and when the player back to main menu this save file loaded.The problem is Shader effects get fucked up at the moment and it seems a little big buggy.About trigger, it just goes with freshly new start game. Because the game loaded the save file before everything starts.Execute autosave when starts, load it when you go main menu during game, then problem solved... it appears to be.Just try it if your game doesn't have any shader effects. I think it would work.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    [quote]Hey guys,here a script for walking with the arrow keys and gamepad:[code]local mouse_x = 0local mouse_y = 0local charmove_x = 0local charmove_y = 0function keyboardHandler(eventType, character, keycode, modifiers) if eventType==eEvtKeyUp then print('key up: ' .. keycode) keycode = keycode % 1073741824 if keycode == 80 then -- left charmove_x = 0 elseif keycode == 79 then -- right charmove_x = 0 elseif keycode == 81 then -- down charmove_y = 0 elseif keycode == 82 then -- up charmove_y = 0 end createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y},25) elseif eventType==eEvtKeyDown then print('key pressed: ' .. keycode) keycode = keycode % 1073741824 if keycode == 80 then -- left charmove_x = -100 elseif keycode == 79 then -- right charmove_x = 100 elseif keycode == 81 then -- down charmove_y = 100 elseif keycode == 82 then -- up charmove_y = -100 end createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y},25) elseif eventType==eEvtControllerKeyUp then print('controller up: ' .. keycode) if keycode == 1000001 then --controller key A up createEvent('eEvtMouseLeftButtonDown') createEvent('eEvtMouseLeftButtonUp')-- createEvent('eEvtKeyDown',{x=0,y=0},eKeyEscape,0) end elseif eventType==eEvtControllerKeyDown then print('controller down: ' .. keycode) if keycode == 1000001 then --controller key A down end elseif eventType==eEvtControllerAxis then if string.match(character, 'RIGHTX') then mouse_x = keycode createEvent('eEvtControllerAxisMouseMove', {x=mouse_x, y=mouse_y}, 19, 9) elseif string.match(character, 'RIGHTY') then mouse_y = keycode createEvent('eEvtControllerAxisMouseMove', {x=mouse_x, y=mouse_y}, 19, 9) elseif string.match(character, 'LEFTX') then charmove_x = keycode createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y}, 25) elseif string.match(character, 'LEFTY') then charmove_y = keycode createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y}, 25) end end return falseendregisterEventHandler('keyEvent', 'keyboardHandler')[/code][quote]By the way, we have 3D Model file now for objects.[/quote]Nope just Spine.[quote]Shaders or something else?[/quote]I've updated the shader script accordingly: [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)[/url]The quality of the zooming is better now and you have interactivity.I'm sorry guys, but no action parts yet. It's high up on my list.[quote]Any info on how to use spine with visionaire? How do I implement it?[/quote]Load the json-file with the path control on the bottom for objects or with 3d model file path control at character settings. Then add animations, go to animation settings and select the animation. If you want to use multiple spine files for a character you need to use a json file that links to them like this:[code]{ "multiplexer":"", "skins": [], "files": [ { "name": "PARTS/B_default/aliena_B.json" }, { "name": "PARTS/DB_default/aliena_DB.json" }, { "name": "PARTS/F_default/aliena_F.json" } ]}[/code][/quote]It's great script for keyboard character movements but unfortunately it doesn't support slopes.I know it's so complicated but if is any way for it I'm appreciate for any help.Thanks

    by TinTin, 10 years ago

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    TinTin 10 years ago