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  • 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
  • RE: Improvements for VS 5 or 6 or even later - just ideas

    - improved save/load system: exactly what AFRLme said. In the current state, it works very well, but it could be more flexible, offer more possibilities! - vector masks: it was just an idea but I understand. Adding simple masks would be great too!- water effect: yes I know it can be done with the shader, but what is missing (or maybe it exists and I don't know yet) is the possibility to define easily where to apply the water effect. When I was using Adventure Maker, it was possible to paint in black/white directly on the scene the area where to apply the effect. Well I don't need to paint directly in VS, but a system of mask as said above would probably help a lot. - more options to work with texts: it would be awesome! - speech bubbles: I don't see well how you do them AFRLme (I will probably ask you again someday -- I don't need them right now). Are they bubbles that resize automatically depending on the quantity of text inside? This is important as it has a strong aesthetic aspect. Other ideas that were said above are important too, such as having the possibility to edit manually the path of a picture or file, in order to copy-paste this path, or just change the number of a picture in the path (example rename image01.jpg to image02.jpg). I can hardly explain why I want this feature, but I know that everytime I need it I am frustrated (just a little!) :D

    by Simon_ASA, 11 years ago

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

    [quote]- improved save/load system[/quote]Don't understand this yet. What exactly is missing to you here in the current system ?[quote]- possibility to use vectorial masks (like in illustrator, photoshop, etc...) in order to hide part of an image for example.[/quote]Vector graphics are expensive, they must be prerendered, that is slow. I can add masks, but we probably won't add vector graphics support.[quote]- add more features for 1st person adventure games (360°, wave effects for the water, etc)[/quote]360 ist a point I've encountered before, I may be looking how other games do that. Wave effects can already be done with the shader toolkit.

    by SimonS, 11 years ago

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    SimonS 11 years ago