Search Result

  • RE: Screenshot savedgame

    You need to create a folder named "screenshots" in your games root directory. Also you need to attach an extension to the screenshot. .png or .jpg etc. I recommend .png.Also it won't create a screenshot in that way for your save game thumbnail. I think you have to use the clear method, but I'm not sure on the syntax for that. Thumbnails for save games are usually generated automatically. If you have included any of the shader stuff in your game & all you are generating is black thumbnails then it is a bug with screenshots in relation to the shader, which I believe Simon is looking into fixing.

    by afrlme, 11 years ago

    11
    0
    afrlme 11 years ago
  • RE: [Query] Paid vs. Gratis Development/Scripts...

    haha, you know the amusing thing about what you have just said? No? I am the one who is providing the documentation, albeit, very, very, bloody slowly. I don't get paid to write up the documentation. It's provided in my spare time, as & when I can. Lately not very much as I'm busy with other things.Also the thing with the documentation is that I will not be providing a step by step guide on how to do this, or that. It will just be an overview of the engine/editor & what each thing (button, action, menu etc) is for, or what it does. It does already contain things like tips, scripts/snippets & a few tutorials though.Tutorials in my opinion should be created by members of the community, although I don't mind providing one or two, but they are quite time consuming to create, write-up, record & edit.There's actually quite a few people on this forum who, these days send me direct pm/emails for help instead of posting in the forum first. I believe that there are plenty of capable people on the forum who can provide support besides myself.P.S: There is loads of documentation on the old [url=http://wiki.visionaire2d.net/index.php?title=Main_Page]2d wiki[/url], but I can't say how much of it is still valid as most of it is from years ago. Visionaire Studio has change a fair bit since whenever most of the stuff in the old wiki was written. We now have for instance: multi-platform export support, windows/mac versions of the ide (linux on the way at some point), a new sound engine, ttf font support, updated script (text) editor, updated lua handler, openGL shader support, loads of new lua functions & data structure tables, bundle of new action parts, mobile support, 3D character support etc etc. 3.7.1 to 4.0 was quite a big jump & there's more new features on the way in the upcoming build.P.P.S: There's loads of documentation on the new wiki, unfortunately a lot of it is to do with Lua script as it's the side of developing in VS that interests me the most. I often add new scripts, workflow functions & snippets to the wiki. Writing overviews of the editor is, well bloody boring to tell the truth, thus I tend to focus more on the scripting side of documentation, even though I know I should probably provide some new pages for the editor related stuff.

    by afrlme, 11 years ago

    16
    0
    afrlme 11 years ago
  • RE: Main Menu Animation

    https://www.dropbox.com/s/ee65h4523gfzbym/dynamic_menu.zip?dl=0[b]Quick Summary:[/b]Example of how I created a dynamic menu in which the menu buttons slide into place from outside of the menu background & how I faded in the title in sequential order using lua script, set object visibility action parts & pause action parts inside of an at begin of scene action.On mouse over the menu buttons (once cursor is visible) it will extend the button background a little bit & will slide back to default position on mouse out. Also the button text opacity changes on mouse over/out to make it stand out more. You can of course replace the button image or apply a shader effect to it instead. I've just tried to keep it as simple as possible for this example.Read the readme.txt file for more information.Regards,Lee.P.S: This .ved should work in 4.1 although I've created it inside of a recent team build of the upcoming next version of vs.P.P.S: in the next build there is a new move to action part which will make it even easier to move objects around scenes as it allows you to set absolute target coordinates instead of offset, which I found to be a bit confusing.

    by afrlme, 11 years ago

    6
    0
    afrlme 11 years ago
  • RE: Blur effect

    Not unless you write your own GLSL shader code. The blur in the shader toolkit is currently only applicable to the entire scene.

    by afrlme, 11 years ago

    15
    0
    afrlme 11 years ago
  • RE: How to apply shader-effect just for an object in a scene

    Mostly just the [url=http://wiki.visionaire-tracker.net/wiki/ShaderAddEffect_(CMS)]shaderAddEffect[/url] effects, but not all of them work very good on objects at the minute. You would have to test them on your objects to see what happens.https://www.sendspace.com/file/buwryqKeys 1-0 & f1-f6 swap the currently active effect in the file I've just linked. Just hover over one of the menu buttons to see the effect. Like I said though: most are not working correctly at the minute. It's the second .ved you should look at.P.S: don't forget about the .ved demo that unreal made the other week, which can be found @ http://www.visionaire-studio.net/forum/thread/visionaire-shader-toolkit-demo/

    by afrlme, 11 years ago

    4
    0
    afrlme 11 years ago
  • How to apply shader-effect just for an object in a scene

    Hello guys,Is it possible to apply the Simon's great shader effects to an object in scene instead of whole scene? For example; the blur effect

    by AkcayKaraazmak, 11 years ago

    4
    0
    AkcayKaraazmak 11 years ago
  • RE: shaderZoom, question about shaders.

    Let's see...zoom, x, y, rotation, delay & easing no?The default viewport x,y value is 0,0 which is the top left corner of the image. So when you zoom in you need to pan the camera to make it zoom into part of screen you want. It doesn't zoom into the center. There's other issues too like the fact that shader camera can go past the game background image itself. The min value of x & y should be 0 & the max value of y should be scene height - game default resolution y & max x value should be scene width - game default resolution.x to prevent camera from going past boundaries.

    by afrlme, 11 years ago

    6
    0
    afrlme 11 years ago
  • RE: shaderZoom, question about shaders.

    most of [url=http://easings.net]these[/url] can be used. Remember though that in VS the names are slightly different, so instead of easeInQuint it is easeQuintIn.ease > name > direction.shaderZoom just zooms into the current viewport position.shaderFollowCharacter will zoom into character position & follow him around the screen until you call stopFollow function, or whatever it is called - I forget.You have added the latest version of the shader toolkit as a definition script to your project?

    by afrlme, 11 years ago

    6
    0
    afrlme 11 years ago
  • RE: Sprite DLight normal maps and Visionaire

    Actually it's not that hard, I just have to write some shader, I may combine that with the current lighting in the shader toolkit, That would require doing deferred shading, again not that problem. Problem is where to set what image uses what normal maps, I cannot really append a field for every sprite in the engine. So I think I will require setting the paths with lua for the time until a new gui is finished.

    by SimonS, 11 years ago

    15
    0
    SimonS 11 years ago
  • RE: Sprite DLight normal maps and Visionaire

    Thank you :)It's pretty simple and straightforward to generate normal maps for 2D art with the tool, and the intensity, volume and other things can be adjusted with sliders.Thanks for the nice words, things are going quite well and there's already some engines that are ready to use this technique. But unfortunately no adventure game engine yet ;)The previews of the shader thread are absolutely amazing, so I really hope, Simon will do some more work on the shader toolkit, particularly adressing normal maps.

    by Dee, 11 years ago

    15
    0
    Dee 11 years ago