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  • RE: Applying a shader effect on character?

    I don't believe it is possible to apply a shader effect to characters, [b]yet[/b]. However it is possible to apply [i]some[/i] of the shader effects to scene objects. Most of them currently don't apply very well though, but the ripple effects work pretty well on objects.I'm sure that Simon will rework & improve the shader toolkit, at some point in the future. The devs are just a bit busy with other stuff at the minute.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • Applying a shader effect on character?

    Hi, was anyone able to apply a shader effect from the Shader Toolkit to a character (and not the whole scene)?I have been trying for a while but unfortunately no luck.Cheers! :)

    by fulviov, 11 years ago

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    fulviov 11 years ago
  • RE: setWindowBrightness works on mac but not on Windows?

    Yes it should work for both windows & mac.* hmm strange. It's sets it briefly for a second then reverts back to 100% brightness.You could use the shader instead? Include the shader toolkit & then use the shaderContrast &/or shaderLightness functions. The shader toolkit has to be included for them to work though.P.S: I've made a note of it on the dev tracker for the devs to look into.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Background music, Shader zoom

    1. Only the Lua script version of starting & controlling sounds has the option to store & set the current playtime. There's also a pause toggle & stop function for Lua started sounds.2. hmm not sure. If you include the shaderExclude option somewhere then you can have the shader ignore: text, cursors & interfaces etc.[code]game.ShaderExclude = eShaderExcludeInterfaces -- excludes text, cursors & interfaces, or...game.ShaderExclude = eShaderExcludeTextsAndCursor -- excludes text & cursors, or...game.ShaderExclude = eShaderExcludeCursor -- excludes cursors.[/code]...I can't really say anything much about the text, but it might be worth considering forcing the position of it with the setTextPosition hook function.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • Background music, Shader zoom

    Hi,i have two questions.1. I have a scene and there is music in the background playing, the problem is that everytime i leave the scene and come back the song starts play always from the beggining and it doesn't sounds naturaly, can i set somehow to the song to start from random part or from the part when i was leaving the scene?2. I like to use the shader zoom effect ( or ShaderViewport ) in my minigames at the beggining of scene, cca 1.2 zoom,but it affect all features and when my character is talking, the text isn't visible, is there some better solution than setting different text position in that part?Thanks!

    by ke4, 11 years ago

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    ke4 11 years ago
  • 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