Search Result

  • RE: Worrying last minute bug, shaderSetOptions

    Hmm it just happened again:02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: Abnormal program termination. Saved dump file to 'C:\Users\Andrew\AppData\Local/Andi Liddell/FantasyQuest/vsplayer.dmp'02:58:29: Error: Executable: Visionaire 4.1 (Build date: Sep 29 2014, Build 1177)As the character walked back into the room that had used the blur shader earlier, It wasnt in use at the time but the player just closed down.I've now removed any reference to the shaderToolkit, to see if that Helps...Which is a shame as I wanted to use it in the demo game submission. Ive recently added a particle effect to a room , could that be it maybe?

    by andiliddell, 11 years ago

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    andiliddell 11 years ago
  • RE: Worrying last minute bug, shaderSetOptions

    Nice that to function is much neater, when did that spring up? :)I think I've found the bug, its actually a different scene which uses the blur shader, and I think I had a value of 0.8 as the blur.Weirdly the scene with the blur works fine and a totally unrelated scene without any shader effects was crashing..It hasnt happened for the last 30 minutes, so fingers crossed that was it.Thanks for the fast (and late) responseJust to check ..Demo game submissions need to be by midnight tomorrow (UK time) don't they? :)

    by andiliddell, 11 years ago

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    andiliddell 11 years ago
  • RE: Worrying last minute bug, shaderSetOptions

    Don't need the shader script for it at all... the to() function is also faster & much simpler than the startObjectTween function.Problem could be that you are trying to force the scroll position when it's fixed to the character.[url=https://www.dropbox.com/s/5o34r9fi3l9i9er/scroll_pos_example.zip?dl=0]Here's[/url] a quick working example.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Worrying last minute bug, shaderSetOptions

    actually Im not using shaders for that move anymore, I used to have a shader zoom in there but I removed it.any ideas?

    by andiliddell, 11 years ago

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    andiliddell 11 years ago
  • RE: Savegame screenshots are partially transparent

    You sure? The save game thumbnails should be fully opaque. There is a slight bug with them in the current public build though where they don't contain the scene background / objects in them if you included the shader toolkit script & used the shaderExclude function to prevent the shader from affecting the interfaces / cursor & text, but that has been fixed for the next public build.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Mask all scenes with an image

    On the wiki?You need to include (once) the shader toolkit script found on this page [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]here[/url] into a script in the script section of your project. Unfortunately there's no addon for a copypaste button for the code block & it's quite large, but there is a .lua file available in the resources table at the bottom which can be opened up in any text editor, which will allow you to do select all & copy.After you've added that, you can use the various shader functions & shader effects that are currently available to apply various effects to the screen &/or scene objects. See [url=http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio#Shader_Toolkit_Functions]here[/url].The noise function can be found [url=http://wiki.visionaire-tracker.net/wiki/ShaderNoise_(CMS)]here[/url].Quick note: general screen effects will by default also affect the text & mouse cursors too. If you don't want it to affect them then just create an execute a script in game launch actions containing...[code]-- this will exclude interfaces, display text & mouse cursors from being affected by the shader.game.ShaderExclude = eShaderExcludeInterfaces[/code][i]or...[/i][code]-- this will exclude display text & mouse cursors from being affected by the shader.game.ShaderExclude = eShaderExcludeTextsAndCursor[/code]P.P.S: there is a bug in the current build with ShaderExclude. It generates black thumbnails for the save system in which only the cursor can be seen. This has been fixed for the next public build.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Mask all scenes with an image

    The forum search about "openGL" gives no matches...Where I can find informations about "the new openGL shader stuff"?

    by Lebostein, 11 years ago

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    Lebostein 11 years ago
  • RE: Mask all scenes with an image

    Create the overlay image as an image attached to an interface button. Link said interface containing the image to the current character. :)P.S: Did you know that the new openGL shader stuff contains a function for generating dynamic noise?

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Questions about Visionaire and NON Adventure games

    The editor / engine is slowly getting new action parts / functions added to each new build to allow more flexibility without requiring Lua script. Most things can be achieved without scripting, however if you do want extended control & flexibility, then we do recommend you do at least learn the basics of Lua script.It is technically possible to make other game genres although it might require more work than other engines as Visionaire Studio was designed with point & click adventure games in mind. The idea though is to eventually make Visionaire more flexible in terms of what type of games can be made with it. Platformer games (2D) mostly consist of tile based graphics which is something that VS has no support for.Swimming, space walking & all that are theoretically possible. Just create a character outfit with character swimming or whatever it is that you want them to be doing. Unfortunately we don't have any physics in the engine, so if you want to apply gravity to your characters then you would need to write scripts / functions to handle it. The underwater visual effect would be possible by applying a ripple shader effect to the screen itself, which is as simple as copy/pasting the shader toolkit script into the script section of visionaire studio & then activating the ripple effect when needed by creating an execute a script action part containing the shaderAddEffect("ripple4") function. I doubt the mobile / pro price will change. Everyone seems to think that other engines are so cheap, but it you bother reading the fine print then you will find out that they aren't really all that cheap. UDK has a license fee & then a royalties ( % ) of sales fee per game that makes over x amount. Unity requires you to purchase multiple licenses (per platform, not sure about per title). Game Maker Studio requires you to purchase multiple licenses (per platform) & so on. There's this old saying "if you want to make money, then you have to be willing to spend money". If you have no money, then try & find a job / save up. How most things work in life, no?No idea about the turn before walking thing. In theory I suppose it could be implemented into the engine itself; so could sections for begin & end walk animations, but whether or not Alex decides if / when they should be implemented is entirely up to him.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: V4.1 (Mac) corrupt scene objects after duplicating a scene

    But in my virtual windows machine I have an other problem. Everytime, If the squared animation editor background is shown or I resize the window, Visionaire crashs with "no uniform mvp_mat in shader". But this could be a problem of my virtual machine. I don't know....

    by Lebostein, 11 years ago

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    Lebostein 11 years ago