Search Result

  • 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, 10 years ago

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    ke4 10 years ago
  • RE: Scene Zoom

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

    by dos4gw, 10 years ago

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    dos4gw 10 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, 10 years ago

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    afrlme 10 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, 10 years ago

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    afrlme 10 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, 10 years ago

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    sebastian 10 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, 10 years ago

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    AkcayKaraazmak 10 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, 10 years ago

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    afrlme 10 years ago
  • RE: Talk animation occasionally stops when there is a random loop in the scene (possible bug?) [Edit: FIXED]

    Manually preloaded animations need to be manually unloaded. Animations regularly loaded will get added to the cache until they are removed at end of scene or get pushed aside to make space for newer animations, I think.As for character animations: I believe that the standard animations (idle, talk & walk) for your playable character (not sure about npc characters) are stored in the cache indefinitely. If your character has tons of character animations, I don't really think it's a good idea to preload the character as it will store animations from all outfits associated with that character to the cache (according to the action parts page of the wiki manual - I wrote the page, but I think I mostly rewrote in my own words what it said on the old 2d wiki).The case in question in this thread will more likely than not have been lag caused by too many animations on the screen (playing / loading) at the same time. If the system lags then it will still cause slow-down in animations currently on the screen & you will probably experience the mouse cursor moving / jerking slowly across the screen if you try moving it while lag is occurring. All in all it's all down to optimizing your game, to the best of your, or your teams ability, whether that's by scaling down animation sprites, reducing the amount of frames in certain animations, converting images / animations to webp or removing certain non-important animations, images & openGL shader effects entirely, is up to you to figure out what works best for your game. It is after all, all about compromise. Is this specific feature vital to your game? or can it work without it?

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: How to quit multiple actions.

    I would replace the animated balance bar thing for a single animation frame & use Lua to plot width of bar to a percentage & then position the marker based on the percentage.Convert all images to webP quality setting 10 if you haven't already done so.Make fisheye effect optional. Lower end machines don't seem to like openGL shader too much. My last laptop had various issues trying to run some test effects I was sent before VS 4 came out.If the window animation is quite large (I mean the image size & file size per frame) then consider removing a few frames if possible. Can always make an animation look smoother with less frames by entering manual delay values for each frame.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: How to quit multiple actions.

    sliding requires less cpu / memory than playing an animation. The fisheye effect for me seems to work, but returns an error to the log constantly. Shader stuff requires a fair bit of memory I think - especially the shaderEffects of which the fisheye effect could be classed under.If I remember correctly, you used some kind of animation or long winded method for setting up the mini-game, no? If I knew how you set it up fully, then maybe I could make some suggestions to make it run a bit smoother. It could just be that your machine isn't powerful enough to run everything on the scene all at once? 2D is a bigger memory hog than 3D, which is why 2D animation artists tend to use significantly less frames than in 3D animations.As for your way border question: no, it's not an issue. I extend way borders outside of the background a lot of the time - so character can walk through doors etc & out of the scene or for hiding character behind an entrance in the next scene & so on.

    by afrlme, 10 years ago

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    afrlme 10 years ago