Menu
Login
Language
DE EN FR ES IT CZ

Search Result

  • 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

    6
    0
    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

    36
    0
    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

    36
    0
    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

    139
    0
    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

    139
    0
    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

    2
    0
    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

    139
    0
    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

    10
    0
    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

    10
    0
    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

    10
    0
    tristan-kang 10 years ago