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  • RE: Zoom character away maintaining pixel size?

    I'm a bit too busy at the minute to pay any attention to the documentation. I'm currently helping out with the development of a game & I've also spent the past week moving to a new apartment - we've not even fully finished moving yet.Brightness doesn't work? It might be something to do with the openGL shader that has been added. I'm not 100% sure if that parameter even existed - David might have added it as an example.Quick note: take the config.ini scripts I have provided on the script index page, not all of the parameters I've written are automatically recognized by the engine; most of them require you to manually access them via Lua script & then determine what should happen from each line that is read.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Random Music with Visionaire?

    Hmm the Visionaire Studio is built with C++, however it contains a object model which is stored inside of what we call the data structure. Most things can be accessed / manipulated via Lua script.I believe C is also allowed - well at least it is in regards to creating openGL shader effects.Now... Visionaire Studio was never intended to be fully scriptable, hence not everything can be scripted, accessed or manipulated via Lua script. There are no classes, like c# / java style code of unity or certain other engines, there are the data structure tables & fields & there are exclusive functions that have been implemented by the VS studio team & then there are scripts & workflow functions that I & other people have written.Currently the Lua sound functions are separate from the in-editor sounds. It is entirely possible to create, control & manipulate all of your audio via Lua script though, using the Lua functions created for the openAL sound engine that was implemented for cross-platform purposes into Visionaire Studio 4.x.Please see the scripting section of the [url=http://wiki.visionaire-tracker.net/wiki/]wiki[/url], in particular, these pages:[list=a][*][url=http://wiki.visionaire-tracker.net/wiki/Scripting]scripting[/url]: introduction to scripting in Visionaire Studio.[*][url=http://wiki.visionaire-tracker.net/wiki/Player_Commands]player functions[/url]: exclusive Lua functions for accessing / manipulating certain features of Visionaire Studio.[*][url=http://wiki.visionaire-tracker.net/wiki/Data_Structure]data structure[/url]: a list of data structure fields & tables, with explanations of what they are for.[*][url=http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio]script index[/url]: a compiled list of scripts, functions, visionaire functions & workflow functions, etc. written by myself & other members.[/list]P.S: all of the Lua audio functions can be found in the player functions page. I believe nearly all of the function pages contain working examples.P.P.S: in regards to the script snippets I provided in my last message: you could add them into an execute a script action part, or maybe include them into a function inside of a definition script or maybe into a executed (non-definition) script - non-definition scripts will only be executed when you call them with the call script action part. Definition scripts will be executed on game launch & are useful for defining functions & variables at game launch, which can then be accessed & manipulated from anywhere in the project via execute a script action parts providing the variables, tables & functions are not defined as [i]local[/i].

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Improvements for VS 5 or 6 or even later - just ideas

    I guess [i]you[/i] would be the person to code that Simon!I think the only way that would be possible, is if you actually implemented the shader toolkit into the engine source code, no? Currently it's available as a addon, which can be customized, edited & improved upon by anyone who wants to use it.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Improvements for VS 5 or 6 or even later - just ideas

    This might already have been suggested but i think Keyboard Controls would be nice, even just very basic ones for letting the character go left and right (like The Cat Lady).As well as a WYSIWYG Interface for the Shader Toolkit :)

    by Joel, 11 years ago

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    Joel 11 years ago
  • RE: Visionaire and Lua against AGS script

    1. Possible with Lua using object / animation position, object rotation field & mouse position.2. Special regions? In regards to characters walking, running, crouching, jumping, swimming etc, that is what character outfits are for. Character movement & actions are essentially animations, even in engines like Game Maker Studio, it is the animations that provide the suggestion of what is happening on screen to the person playing the game. Sure gravity & movement also come into that, but you get the general idea.3. Simple battle? Questionable, but probably possible with action parts, animations & maybe with a bit of Lua script - may even be possible without scripting, but who knows.4. VS is not designed for non-adventure (point & click games) because it is a specialist engine designed exactly for point & click adventure games, but sure, in theory, it is possible to use it for other genres, but there are engines more suited to other genres, than trying to use VS to make them.5. Can AGS really do that? It's not exactly hard to achieve that in VS either. Just create another object with the image / animation inversed. If it's a water reflection then you could even apply one of the shader ripple effects to the object containing the reflection. A true mirror effect on the other hand, where it displays your character in them, would probably be possible with a bit of work, but I assume that that would require a bit of work in any engine.6. Possible with either the in-editor key actions & conditions or with the Lua keyboard event handler; even though the engine isn't designed for keyboard control of players, it is still possible, but would require work to correctly calculate movement angles.7. That's what the way system section of the editor is for. You can define the places that the character can walk by defining borders & paths. You can create multiple way systems for each scene & swap them out as needed.The only thing I am going to say is this: Personally I don't care whether or not you decide to use Visionaire Studio, or another engine. It's entirely up to you & what you feel comfortable making your game with. Visionaire Studio is [b]exactly[/b] what it is, [i]no more, no less[/i]. All engines have their strengths & weaknesses - all are far from perfect.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Using pause tags in on-screen narration.. decimal issue

    Display text page updated. http://wiki.visionaire-tracker.net/wiki/Displayed_TextI've not actually mentioned what display object text is on that page... guess I forgot to talk about it.Quick summary: display object text allows you to display a text anywhere on screen indefinitely by linking it to a scene object. You have to manually remove the object text with the remove object text action part. The text linked to the scene object is also affected by the state of the object you link it to. If the object is currently hidden / inactive, then the text will also be hidden. The text also seems to mirror the opacity value of the linked object. I'm not sure if any of the other parameters apply or what would happen if you were to apply a shader effect to the object.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Why menu screens have no buttons?

    Because menu scenes can be used for other things like mini-games, loading screens, credits etc. I suppose it would make sense to allow for inactive & active image / animation states but what if the developer wants to use a different method, such as: changing the opacity of the button, or changing between a static & animated button, or apply an openGL shader effect to said button on mouse over / out, etc... The current method is more flexible.If you wanted to create a quick & dirty snap between images on mouse over / out then you could create a single animation containing 2 frames; the inactive state & the active state. In the first frame add an execute a script action part containing...[code]ActiveAnimations["anim_name"].AnimationFirstFrame = 1ActiveAnimations["anim_name"].AnimationLastFrame = 1[/code]... the rest is simple enough. Copy / paste the execute a script action you just created above into a on mouse enter & on mouse leave action part for each of the buttons. You should change the values in the on mouse enter action part from 1 to 2. You also need to make sure the animations are set to infinite loop & that you have assigned the animation to the properties tab. You don't have to do this, of course. It's just an alternative method for the condition & 2 objects method, as it only requires one object, instead of 2 & a condition. Plus you don't have to waste time aligning the images in the 2 objects together.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: flashlight

    Hi! I'm testing the lua script for the flashlight. I copied the main script and the additional script as Simon said. I'm very noob at scripting but from what I can understand the flashlight should be attached to the character and the target should be the mouse cursor, is it not?The thing is, I've got the flashlight effect working but the beam comes from the middle of the screen (not the character position) and it doesn't follow the mouse cursor at all.I tried the example in this thread with similar results ( http://www.visionaire-studio.net/forum/thread/shader-toolkit-discussions-examples-and-other-cool-stuff!/2/ ).Is there anything I've been missing related to character position or binding??Thanks in advance!!

    by Voltaico, 11 years ago

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    Voltaico 11 years ago
  • RE: SetBrightness for the whole game

    Possible via the config.ini. [i]see [url=http://wiki.visionaire-tracker.net/wiki/Ini_File]here[/url][/i].Or via the [url=http://wiki.visionaire-tracker.net/wiki/SetWindowBrightness]setWindowBrightness()[/url] function.Or via the openGL shader @ [url=http://wiki.visionaire-tracker.net/wiki/ShaderLightness_(CMS)]Lightness[/url] & [url=http://wiki.visionaire-tracker.net/wiki/ShaderContrast_(CMS)]Contrast[/url]. ([i]shader toolkit script is required[/i]).

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Smooth camera follow

    My solution to that would be to create a function which I would call at the beginning of each playable scene once to get the width & height of the scene. I would then add some if queries to the scroll function inside of the shader toolkit script to prevent overflow. I can't give you a script off the top of my head though.

    by afrlme, 11 years ago

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    afrlme 11 years ago