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A couple of basic questions

  • #1, by Chriss 13 years ago Zitieren
    Hey, it’s me again. (Yay!)

    While getting to know Visionaire I stumbled across some basic questions, I guess you guys know the answers! :-)


    1. How does your workflow look like with more than one visionaire- … eeh … - scripter?
    2. Is there a way to time a sound clip with the random animation of the charakter? I’d like to let the heroe whistle a melody if the player doesn’t do anything for a while.
    3. Any hints on how to achieve a good way for a hotkey to help the player find the usable objects in a scene. (e.g. Hitting the spacebar in Daedalic Games)
    4. Anyone already working for mobile devices? How do you manage the different aspect ratio? On desktop I’d like the game to be 16:9, the iPad (e.g.) is 4:3.I see two different approaches: Painting the background in both 16:9 and 4:3 or designing them without any "important" information on the sides and simply cutting. Both ways seem … meh. :-)


    Thanks so far. I’ll be back with more questions. Yepp, that’s both a promise and a thread! ;-)
  • #2, by Chriss 13 years ago Zitieren
    Wow. Just as I pressed the save button it came to my mind. Just ignore the last question. Of course: If the Scene is to wide for the iPad it cut’s it on the sides and scrolls the viewport if your charakter moves …


    That’s what happens when you don’t sleep enough and try to work on your project after you worked the whole day in the office. ;-)
  • #3, by afrlme 13 years ago Zitieren
    A'llo Chriss. smile

    1. I don't understand what you are asking...

    2. You can actually add actions & link sounds etc to each individual animation frame. Just select a frame & then hit edit button/icon to open up the edit animation frame window. This allows you to set a sound for the frame, add actions to it, or replace the current frame image, & various other bits & bats.

    3. Visionaire Studio actually has a built in hotspot system but for some reason it is called "snoop"... Now what you need to do is create some animations somewhere - inside of interface maybe & then in the effects tab of each scene object you can link an animation to it which will be used for the hotspot animation/image. To enable the hotspot you would create 2 key actions...

    a. space: scene > fade "snoop" animations in/out (in obviously over x time in ms)
    b. space (released): scene > fade "snoop" animations in/out (out over x time in ms)

    4. when exporting/building your game, you can set custom resolution to export game at instead of default resolution & you can also compress graphics too. Both are useful when you are exporting to mobile platforms as you can use something like 1280x720px or 1024x768px to save on memory/hd space etc & they will still look good on the small screens.
  • #4, by Chriss 13 years ago Zitieren
    1. How do you work on a project with a team? Prepare the basic settings, export a team file for everyone and import the export from the other guys when they are done?

    2. Hah. That’s simple … great! :-)

    3. I’ll try that, thanks!

    4. Perfect!


    Thanks again mate!
  • #5, by afrlme 13 years ago Zitieren
    Essentially they would have to have all the resources in the same folders & in same order for sharing between team members. You would only really need to share .ved files & any new resource files added. I've not used team files yet, so not sure how they work...

    When I used to produce music with Propellerheads Reason, I used to embed files into the .rns files when I wanted to share it with other producers, without having to zip up load of sound files & soundbanks into an archive. I don't know if Visionaire team files work in a similar way? anyone?
  • #6, by Alex 13 years ago Zitieren
    http://wiki.visionaire-tracker.net/wiki/Team_files
    I hope that helps a little bit. Further I'd recommend to use some kind of VCS (Version Control System), e.g. subversion, to share all your resources (images, sounds, etc.).
    and finally get a Visioniare multi-user license wink
  • #7, by Chriss 13 years ago Zitieren
    I’ll have a look at that, thanks. (Maybe I should just spent an evening reading the wiki … ;-)

    The license will come, of course. As soon as we are getting started with the real developement. For now I’m just getting to know the editor!
  • #8, by afrlme 13 years ago Zitieren
    “
    I’ll have a look at that, thanks. (Maybe I should just spent an evening reading the wiki … ;-)

    The license will come, of course. As soon as we are getting started with the real developement. For now I’m just getting to know the editor!
    „


    The wiki is far from done, so not sure how long it would take to read over really. The old wiki is a lot more complete but majority of stuff on there is really out of date.