Search Result

  • 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
  • RE: Walk behinds with masks

    The idea would be to use a final version of your background that does not contain the objects you have added to the scene. Also as Thomas mentioned you would not be able to apply effects to them such as transparency or shader effects, or parallax scrolling.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: fight game

    Ok I've just uploaded a modified version of a dynamic menu template I create a little while ago. If you study it then you will be able to see how I applied & removed some shader effects to & from specific scene objects.https://www.sendspace.com/file/dddftpLook over the .ved & you should be able to figure out what to do.You can find a full list of shader effects [url=http://wiki.visionaire-tracker.net/wiki/ShaderAddEffect_(CMS)]here[/url], although most of the effects currently do not work very well for scene objects. All of them however will work for the entire scene/viewport.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: fight game

    Do you mean: you want to apply a ripple effect to the sea/water image/animation? You can apply ripple effect to scene objects. However there is no effect for generating reflections. You could create another image or animation for the reflection though.The process would be something along the lines of:1. create you image or animation.2. import image or animation into a scene object.3. add the shader toolkit script to the script tab of Visionaire Studio & leave the script as a definition script.4a. create another script & add this script to it...[code]function setObjectEffect(i, eff) shaderAddEffect(eff) shaderRemoveEffect(eff) shader_effects[eff].num.strength=1 bind(eff, "time", field("shader_iTime")) shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, i)end[/code]4b. To add/replace an effect you can create an execute a script function & add something along the lines of this to it...[code]setObjectEffect(1, "ripple4") -- this would add/set ripple4 effect to index 1 of the effect table [/code]5. To add an effect to a scene object (this will affect any sprites or animations associated with the scene object) you should create an [b]at begin of scene[/b] action for the scene & then create an [b]execute a script[/b] action containing something like so...[code]Objects["object_name"].ShaderSet = 1 -- replace object_name with the name of the object you want to affect & replace 1 with the index value of the effect you want to access.[/code]I guess it will still be kind of complicated, if you have no prior understanding of programming/scripting. But it's about the best I can offer at the minute.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: fight game

    yes but for example if i have an image sea, i would apply a animated shader water reflection1i put tne scripts in the script panel(last in the list) 2 i assign a action for my image sea call script "shader water reflections" is that the method?

    by jetsetwilly, 11 years ago

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    jetsetwilly 11 years ago
  • RE: fight game

    1. You have to copy/paste the shader toolkit script into the script section of Visionaire Studio. It is required once because the shader code is not coded internally into the engine like in the construct2 engine, which means that anyone who has a decent grasp of the C programming language or GLSL can edit, modify, improve or write their own shader script & functions, or you can just use the standard functions that have already been written into the script by SimonS. I added a few functions & modified certain functions inside of the toolkit, but Simon did all the heavy-lifting (so to speak).A large majority of the existing shader functions have been documented & can be found under the script index section of the wiki. I have provided working .ved & resource examples for most of the functions I've already documented. I haven't got round to documenting them all yet mind.2. Here's your first lesson: LUA is actually a name, not an acronym or an abbreviation. Lua is the Portuguese word for "moon". In regards to your question: how much time does it take to learn Lua script? well... I guess it depends on the person. If you have any past programming/scripting knowledge such as java, python, c# or even basic html, then it shouldn't be too difficult to learn. There are plenty of examples on the wiki & there is loads of tutorials, documentation & examples that can be found by searching on google or wherever.3. I'm afraid I can't answer this, as I'm not familiar with the AGS scripting language. Besides, you don't really need to learn to code to develop a commercial game with Visionaire Studio. I was told that one of Daedalic Ent. early award winning games "The Whispered World" was developed with virtually no scripting at all. There was a little bit needed for the config.ini file etc but that was about it.The thing with Construct2 is that it is very limited in what you can do. Sure there are loads of nice pre-made features available as action parts (or whatever they call them), but you are limited to those action parts & the parameters available for those action parts. I believe it does have support for java script extensibility but I'm not sure if that allows you to extend upon the existing actions or whether it's just for coding in a few new things or whatever (I've not really looked into it all that much). Most game engines however, do require a basic understanding of programming or programmers logic. The basic premise of Visionaire Studio involves an [b]if then [i]else[/i][/b] kind of logic, in regards to the action parts, which still falls under programmers logic.P.S: Visionaire Studio was never intended to be used for anything other than point & click adventure games. Construct2, Löve2d & Game Maker Studio etc are geared towards multiple genres of 2D games, instead of 1 or 2 specific genres. Having said that: one of the ideas/goals behind the new GUI Simon is working on is to allow the creation & development of more game genres & to increase usability & work-flow. Less floating windows, more drag & drop & more parameters as well as a more appealing visual style for the IDE in general.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: fight game

    i just say with a lot of developping software you can easily do some simple combats(game maker, construct, gamesalad...) with visionaire it's a litlle harder, you have to enter in the scripts but the most customers who's buy a wysywig game creator don't want to make scripts.but it's seems that all the people here knows the code, only me lol so maybe it is not difficult to learn at all.1)im a little frustrating, because i want to use the shader tool kit, but i'm lost so if someone knows a tutorial for begingers about the shader tool kit tell 2) how much time have you spend to learn the LUAcode3) is the lua scipts harder that the scripts of "adventure game studio" from chris jones?

    by jetsetwilly, 11 years ago

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    jetsetwilly 11 years ago
  • RE: Why is there such a lack of documentation?

    To be honest there's things I don't know about Visionaire Studio, such as all the key shortcuts - actually I don't know if the devs even remember them all either as I don't remember finding anything on the old wiki documenting shortcuts. I also know very little about the particle system, nor the 3D character model support - although the particle system is documented in the wiki, but it is getting replaced/overhauled at the minute, so I don't know valid it will be after the update.I think the new video tutorials by James & Andi are a good start on how to do things in Visionaire Studio. The tutorials by Andi are a bit lengthy though as they are more like a development v-log as opposed to a strict-themed tutorial, but they are interesting none the less & quite informative.The problem with trying to explain how to do certain things with Visionaire Studio, whether it's with action parts alone, lua script or a combination of both, is that there are multiple approaches & methods for everything. I think people that follow in-depth guides will not really bother learning/trying to figure out things on their own or develop their own methods, solutions & bad habits for getting things done.Here's a quick example: buttons in a game menu could toggle active/inactive state by swapping images, toggling animations, changing the opacity, applying a shader warp effect, sliding in/out some kind of background thing or even changing the scale or rotation of the image/animation via lua. There's lot's of methods that could be utilized to achieve each of the things I just mentioned above.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Structure of the TSA: Chain of Satinav dialog system?

    Yeah, I think I'm already being far to ambitious, so I don't think I'll be going for any special poses. (At the moment I'm going to be sticking to subtle facial animations / no lipsync or VO, as in the Banner Saga, for example.) However, character conversations are going to be one of the main puzzles in the game, so I do want players to get feedback when they're saying the right/wrong thing, even if via a cool/warm visual effect. So I will have to get friendly with the shader commands!Anyway, thanks for the helpful advice, I'll try and knock something out with placeholders, and document what I did for anyone else interested.

    by Copper, 11 years ago

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    Copper 11 years ago