Search Result

  • RE: flashlight

    VS has no support for masks or overlays. The only way to do that would be with the shader.The idea behind the image method would be to create a black/semi-transparent black image with a circle cut into it & you set the image as the current mouse cursor. Problem with that is that the image size can be quite large which could make your game lag considerably.I'm sure Simon would give you a simple example of how to create a spotlight fixed to mouse cursor if you asked him. It could even be pretty much plug & play.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: flashlight

    Well you can sort of do a flashlight without shaders, by using semi-transparent images, but it's not very efficient.I believe with the GUI Simon is working on that it might be possible for him to implement various action part/module preset versions with parameters for some of the shader stuff. But only time will tell about that.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: License for Visionaire 3 & 4?

    Hmm no. Visionaire 3.x license key was only valid for all versions of Visionaire Studio 3.0 until the final public release of 3.x (3.7.1) before 4.0 beta was released. The 4.0 license will cover all future builds from 4.0 beta until 5.0 is released & then you will need a new license to upgrade to 5.0. So yes, you need to purchase a 4.x license to upgrade to 4.x builds. There's lots of new features for 4.x such as windows/mac editors, multi-platform export support (win, mac, linux, ios, android) & various new action parts, open gl shader support, new lua functions, new sound engine, various optimization edits & bug fixes, 3D character support (early days) & whatever else has been added/changed. I forget. :P

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: flashlight

    Look here, there are some examples: [url=http://www.visionaire-studio.net/forum/thread/shader-toolkit-discussions-examples-and-other-cool-stuff!/2/]http://www.visionaire-studio.net/forum/thread/shader-toolkit-discussions-examples-and-other-cool-stuff!/2/[/url]

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: Blur effect

    Tried a little, would work with a modified glow. I try to update the shader script soon for more flexibility. Problem is it will never look as good as in your image above.

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: Blur effect

    why not just create a semi-transparent white effect & maybe overlay an old movie style effect or maybe desaturate the entire scene?First 2 are possible without using the shader. Controlling saturation with the shader however is pretty simple.[code]shaderSaturation(0, 3000) -- desaturate in 3sshaderSaturation(1, 3000) -- reset saturation over 3s[/code]...it uses decimal values, so 0 = black & white & 1 = default, 0.5 would be half saturated etc. The shader toolkit script is needed for this to work.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Blur effect

    No but SimonS does. He told me that it is essentially C. To me most of the GL code he's written in the shader toolkit script looks like pure gibberish to me!

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Animation is lagging

    If you could provide me with a demo .ved & resource files needed to run it, then that would be most helpful, cheers. ;)English is fine, don't worry about it. It's actually more annoying to constantly read: "please forgive/sorry for my English" from all non-native English speakers. Compared to how most native English speakers talk/write these days I prefer to read/listen to non-native speakers! :PAs long as the lighting is essentially just an overlay type of image & doesn't actually change any of the lighting/shadows in the main scene/background then you can do that with a single image file & use the set opacity action part or lua script to control the transparency of it.Check out this dynamic lighting tutorial I wrote in the wiki @ [url=http://wiki.visionaire-tracker.net/wiki/Dynamic_Lighting_(h2)]here[/url]. There's a .ved file linked at the bottom of the page too.It's also possible to control lighting with lua & the openGL shader. I've shown an example of using shader to generate/control lighting in this [url=http://wiki.visionaire-tracker.net/wiki/Hotspots_(h2)]hotspot tutorial[/url] - I've applied an openGL shader spotlight around the camera & using a loop the light strength etc is dynamically updated & if you click on the candle then the light will go out & then flicker back on.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • 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, 10 years ago

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    afrlme 10 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, 10 years ago

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    afrlme 10 years ago