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  • 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, 11 years ago

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    Paupasia 11 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, 11 years ago

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    afrlme 11 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, 11 years ago

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    Dilated 11 years ago
  • RE: Scene Zoom

    I'm currently doing something with shader viewport and when i zoom the screen the objects (active area) stays unzoomed. Is there something i can do to fix it?+ i'm getting this error to this line of code[quote]Error: ShaderSetOptions: An option has not the format string=integer[/quote][code]shaderBlur(1.6, 1000)[/code]

    by ke4, 11 years ago

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    ke4 11 years ago
  • RE: Scene Zoom

    Can the shader toolkit be used in games that will be put up for sell?

    by dos4gw, 11 years ago

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    dos4gw 11 years ago
  • RE: Shaders where have you been my whole life?

    Some of it is actually implemented into the engine itself. Well the openGL shader thing itself I guess. Simon created it as an external script that way so that it could easily be modified by anyone as opposed to having to wait for new builds for new shader features, improvements & bug fixes.Sure he could implement it directly into the engine like construct 2 have done, which in some ways would be good as that would allow him to create action part methods for people who don't want to script or learn scripting. I think the current reason for not implementing it is because WxWidgets is very limiting in the amount of option fields you can create for each action part, which is currently limited to about 3, which doesn't leave much room for customization. I believe in the future, hopefully once WxWidgets has been replaced & a custom GUI has been sorted out. At least that's the plan.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Shaders where have you been my whole life?

    We've had openGL shader support for the past few versions of VS. Actually I think since the beta or first public build of VS 4. Simon has improved on the shader toolkit bit by bit for each new release.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    so i tried out the shader toolkit and wanted to make the camera follow my character smoothly.I cant get it working. The wiki page only tells me to add the shader toolkit script as a definition script and run this command:[code]shaderFollowCharacter("", 1.2, 3000)[/code]which should then smoothly follow the char (if no char is defined its the current character).Now: Do i have to loop this function so it follows them over the time or is it neccessary to do something else here?I executed the shaderFollowCharacter("", 1.2, 3000) - script in the startscript of the game but nothing smooth in sight...

    by sebastian, 11 years ago

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    sebastian 11 years ago
  • RE: 3d Game Design

    I think last year I've posted the steps somewhere here. But no problem I'll write here again. What 3d software are you using? I'm using max and maya. My workflow below is for max1-) Model the character in T-pose (try not to work very hi-res). If your character is more then one object you need merge all the parts (Legs, head, torso etc..) into 1 mesh.2-) Also have the textures 1024x1024, higher resolutions have issues in Visionaire)3-) I used biped for rigging the character. Then skin and animate the character.4-) When the character is ready now we can export it to use in Vis.I use Alin Direct-X exporter (free-version). Download link: http://www.cgdev.net/download.phpExport settings;* In GENERAL TAB just select (scene root, material, bone, mesh, skin, animation). Leave all others unchecked!* In VERTEXT ELEMENTS TAB just select (Textcoords). Leave all others unchecked!* In TEXTURES TAB just select (Textures and overwrite). Leave all others unchecked!* In MULTIPLE UV SETS TAB. Leave all others unchecked!* In ANIMATIONS TAB. Write down your animations. Uncheck keyframes* In TIME LINE TAB. Uncheck 3ds max and select custom with the parameter 1.* In STANDARD material TAB. Uncheck all* In DIRECT X SHADER TAB. Uncheck all* In COORDINATE SYSTEMnTAB. Uncheck all (If model looks weird then try to check Right-handed)* X-File format should be text.5-) After the export, now you can import your 3d character into Vis from the characters options.6-) From the character outfit options, you need to adjust the camera settings to make your character fit in the scenes. For the scenes with different camera angles, you need adjust camera settings before the scene starts.

    by AkcayKaraazmak, 11 years ago

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    AkcayKaraazmak 11 years ago
  • RE: Pre-load Character Animation (Android)

    We recommend implementing webP graphics manually, as opposed to using the convert option in the build game system.Other things to take note of when exporting for mobile platforms:* what is the game default resolution? We recommend using a smaller resolution like 1024x768 - the higher the resolution the slower it will run.* frame limiting (try not to use too many animation frames for mobile platforms)* animation / fx removal (remove unnecessary animations & openGL shader effects for mobile versions, as they will further slow down your game).etc. etc.Mobile platforms don't have as much power as computers, so if you've designed the game initially for windows or mac, then it's possible that it might not run so well on mobile platforms, due to various factors. It's all about optimization.P.S: it's actually possible to check which platform the game is running on via the VS Lua player function getProperty(), check it out on the wiki.

    by afrlme, 11 years ago

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    afrlme 11 years ago