Search Result

  • RE: How to get in touch with Shaders?

    If you mean the pre-made functions of the shader toolkit, then check the wiki. If you mean writing custom functions / shaders then you will need to know C / GLSL or whatever it is written in.I recommend using the shader toolkit though as Simon as already done most of the hard work! ;)

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Shader zoom direction

    [quote]I recommend using the shaderViewport() function instead as you can specify coordinates target. The zoom function needs rewriting a little so that you can specify coordinates.[/quote]Actually I used shaderViewport function because shaderzoomobject isn't working for me. [quote]The next version of shader toolkit, that comes with the next version, will have that fixed. You can set the interpolation points there.[/quote]Great. I just want to make cutscene without making a video. It saves tons of game memory. The thing I wanted to try was like this video. Of course, my game is not musical.https://www.youtube.com/watch?v=U3vLXdNdTJ80:28 ~ 0:35 is the part I want to put in my game. But it always directed to left, not up or down or straight just like the video.Always appreciate for your hard input for VS. :D

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: Shader zoom direction

    The next version of shader toolkit, that comes with the next version, will have that fixed. You can set the interpolation points there.

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • Shader zoom direction

    I just noticed that Shader zoomin/zoomout progresses in left. I want to zoom in up but it always directs to left then zoom in. Kinda annoying because it limits various zoom direction. Any way to set zoom direction (for example from right, left, down, up)?

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: Lightmap tutorial?

    Light maps only affect the tint of characters. If you want one to affect the entire scene then I recommend adding them as images inside of scene objects, as that way you can apply a tint over things in / behind a specific z-index (object center) order instead. Getting it to look right though would be another thing mind.Alternatively you could use the Shader to directly apply lighting to your scenes which would affect things in a more dynamic way.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Character with shader action

    Um no it's not currently possible to apply shader effects directly to characters.As for the elevator thing... I'm pretty sure I provided a template / example a couple years ago. Long story short: character goes into elevator. swap character for an npc or object version of the character (an object with characters idle animation is the easiest solution) as it's easy to move a animation to a specific position at a specific speed. Also you only need 1 animation frame for the elevator too as you can move that with Lua also.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • Character with shader action

    I'm just having fun with shader currently. It looks like just adding too many effects to the objects.By the way, I have two questions. First. I can add shader effects to the objects, but it's possible adding these to characters? Second, I want to move characters without walking animation. Because there is a scene where the character rides the elevator. But the character just stands there (of course) but I want to scroll view to upstairs. To do this trick, I need to scroll down the background and scroll up the character and the elevator's floor at the same time. Of course, it is possible as just put gigantic Y-axis picture in the background and scroll up and down in the event. Then the character doesn't need to move but just the background moves itself. However, there will be a background animation in the background (for example let's say background is transparent and the birds are flying over the building). I can imagine the solution by just putting the animated version of the background but it will cost too many game memories and may result some lag. And there will be some interactive event in the background (for example the bird is closing to window and talking to you. You need to stop the elevator and interact with the bird. Interaction means I should put the object's event area).In order to make this gigantic Y-axis scene without calculating the object area suitably, I need some shader action. Set character to position is possible but it just instantly set the character to position. Of course I can make another copied character (standing and walking animations are same) and send it's position to where I wanted but it won't look smooth like moving objects.These two things are things I want to know. Because adding shader effects to the character will be interesting from my view. lol

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: Visionaire SHADER ToolKit Demo

    Thank you so much for this very useful demo that allowed me to understand and see how the shader toolkit works! Now, changing some setting, I finally got my little lovely waves!

    by Paupasia, 10 years ago

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    Paupasia 10 years ago
  • RE: Can we use the keyboard for the character movements?

    I used to use RM2K3 back in the day. Long time ago now. ;)VS actually has plans in motion for a large overhaul to the IDE & engine in general.Simon has been working on sorting out a new GUI from the ground up. I have no idea if / when it will be ready, but he's been making progress with it.As for the other stuff you mentioned... they will probably happen. The VS dev team currently consists of 3 people & they work on the engine part time - as & when they can, so things do take a while.I believe Simon also plans on overhauling the sound system by adding support for some basic runtime modulation & making it more accessible through action parts for non-scripters. Same goes for the shader stuff too.Game pad & true keyboard support should also happen at some point.P.S: why bother with RPG Maker when you could alternatively use Game Maker Studio or Construct 2? Both of them are probably better options than RPG Maker & you could create adventure games on them, even though they are more geared towards side / vertical scrolling platformers, shooters & puzzle games.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Manipulating Character Dialogue Animations question.

    Interesting approach with the interface. I'll need to mull it over more.What I've actually done is create a separate scene for each character dialogue. So when you 'talk to' it sends paradigm to a new scene, and changes the outfit to a close up view. And calls an action with various other changes. The backgrounds with the shader is a good idea, if I knew about it earlier, I probably would of done it haha. ALTHOUGH few scenes I made unique backgrounds for specific purposes, so it wouldn't work for everything. Besides they're all set and ready anyway. Probably would only save like 10-20mb overall Really all I need the event handler to do is "quit action" on textStopped for the current NPC that is talking.Do you have any examples of register handlers working with textStopped I can look at?

    by Dilated, 10 years ago

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    Dilated 10 years ago