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, 10 years ago