A few simple questions

  • #1, by ramunegamingSaturday, 05. May 2018, 08:25 2 years ago
    Hi guys, I'm new to Visionaire but so far I'm loving it. I have a few questions on how to perform certain tasks in the program

    1. I would like to make a mouse system like leisure suit larry where I can right click to switch between different actions, for example, Touch, Talk, Look, Move etc. But then use the left click to actually perform the action.

    2. Is there a way to have the game adapt to different resolution scenes images as I change scene? for example say 1 scene is 1280 x 720 but then I walk to another scene and the resolution of the next scene image is different. Or even if there is a way to set the zoom of the scene. Thinking about making a giant area where the character in small and the environment is big and I was thinking a good way to do this would be to just blow up the scene image I have. 

    3. Sometimes actions just flat out refuse to work and I'm not really sure why so I was wondering if someone could detail how I can get an object to be readable.

    4. Can someone explain how fonts work. I have a font I want to use (sierra's font) but when I implement it into the game the letters aren't aligned. 

    I'm actually surprised by the lack of video tutorials this program has, is there a resource somewhere I can learn from?  

    Newbie

    2 Posts


  • #2, by sebastianSaturday, 05. May 2018, 09:45 2 years ago
    Hi ramunegaming, welcome to the Forum =)

    yes this should be possible roughly it should work like a verbcoin which you may need to adapt to suit your needs. There are some tutorials out there, but more to it later. 

    the game uses the standard resolution you set in the game settings. Scenes which have a bigger background will scroll. So you can create a big area where the current viewport is a small part of it. But beware that too big backgrounds may need some time to load. 
    Also you can edit the scale of the characters in the waspoints. 

    Regarding your sometimes not working actions you may need to give more details on how you built your interface ans scene. Maybe the destination point is not reachable for the character or something else. 

    Fonts: you can either use ttf fonts or bitmap fonts. Its also best here that i refer to a turorial because especially bitmap fonts are sometimes hard to explain. 

    Here you can find tutotial videos:

    there are some good english tutorials by Redspark, also regaring fonts and verb coin menus. 

    Hope that helps for now. 

    kind regards 
    Sebastian 

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  • #3, by ramunegamingSaturday, 05. May 2018, 10:55 2 years ago
    Hi ramunegaming, welcome to the Forum =)

    yes this should be possible roughly it should work like a verbcoin which you may need to adapt to suit your needs. There are some tutorials out there, but more to it later. 

    the game uses the standard resolution you set in the game settings. Scenes which have a bigger background will scroll. So you can create a big area where the current viewport is a small part of it. But beware that too big backgrounds may need some time to load. 
    Also you can edit the scale of the characters in the waspoints. 

    Regarding your sometimes not working actions you may need to give more details on how you built your interface ans scene. Maybe the destination point is not reachable for the character or something else. 

    Fonts: you can either use ttf fonts or bitmap fonts. Its also best here that i refer to a turorial because especially bitmap fonts are sometimes hard to explain. 

    Here you can find tutotial videos:

    there are some good english tutorials by Redspark, also regaring fonts and verb coin menus. 

    Hope that helps for now. 

    kind regards 
    Sebastian 

    Ok so here's where I am with the cursor interface. I tried watching the tutorial on the verb coin but it was kind of hard to follow for what I am trying to achieve because the guy keeps mentioning all sorts of stuff that I don't need and or understand and it's just confusing me tbh.

    Here's what I am looking for: When I right click, the cursor icon will change to say an eye for a look command, hand for action, feet for movement etc. Then depending on which icon is chosen then I can perform the action required. For Example, I'm going to build a scene where there is a sign that I want to be able to 'look at' with an eye cursor and a plant that I can 'look at' with the eye cursor but also 'pick up' if I select the hand cursor. 

    I presume for the different cursor icons I need to set it up under the 'cursor' tab just like I did with my standard active/inactive cursor. Then via the interface tab for 'Look' add an action command to display the cursor type?

    I have in my inferences tab: Action Cursor. Then for buttons under Action Cursor, I have: Walk, Action, Look and Talk. I presume the next step is to add working actions for each button but I'm not sure which actions I am meant to use. 

    Here are some pictures to help with my explanation cause I suck at explaining: https://imgur.com/a/udhUFHW

    As for the font I've tried to follow a tutorial I found on youtube, I kind of get the idea but when I tried to recreate it with this font: https://fontstruct.com/fontstructions/show/359990/sierra_sci... I just couldn't get the text positioning correct. If someone could align it for me then I can learn where I went wrong from the example?

    Newbie

    2 Posts

  • #4, by afrlmeSaturday, 05. May 2018, 11:55 2 years ago
    1. You need to create both an active & inactive cursor for each mouse cursor. As for the command interface you are asking for, I believe it's the sam & max style interface based on what you said. Right click to cycle through the available commands, right?

    Ok first finish sorting out the active & inactive images/animations for your cursors. Next assign a cursor to your commands & make sure you make each command work on both objects & characters via their properties tab. Next you want to open up the main properties for your command interface & assign the default command, it should probably be your default mouse one or walk. Finally, go to the main game settings area of the editor > mouse properties, click on the lightning bolt icon for the right mouse button to open up the window to add some action parts to it & add this action part: set command "next command" as this will make it so your right mouse button will cycle through the available commands. Now back in the mouse properties section, you should probably make it so that the right mouse button does not send the character to cursor to prevent interaction from happening when the right mouse button is clicked. Don't forget to assign the command interface to your playable character.

    2. all scenes have to be at least the same width & height as the resolution you specified for your game in the main game settings section of the editor. If the scene background is larger than the default resolution you specified then that scene will automatically become a scrollable scene which will be automatically scrolled when the character walks near one of the edges of the current camera viewport or when you move the mouse cursor to the scene edge if you enable the scroll scene when cursor is at screen edge option under the properties section for the scene.

    If you want a zoomed out scene then I would recommend creating that in your image editor/3d software. Visionaire is a 2D engine, so you don't really have all the same options as a 3D game when it comes to the camera, though zooming is possible, I would still recommend creating it manually yourself instead.

    3. no idea, but this is likely human error & you are just doing something wrong & I'm not psychic, so I have no idea what you are doing here.

    4. you can actually use ttf/otf fonts with Visionaire Studio. If you want to see how image font maps are created instead then I would recommend creating a new project with the basic template option & checking out the font image it gives you.

    The alignment is done with the _underscore on the left side of each line. The underscore should be perfectly horizontal, so if the font you are using is wonky, don't use that for the underscore. The amount of characters doesn't matter so much per row. What does matter is that you wrap each letter with stroke (outline) so that it correctly registers each letter correctly & doesn't mistake this (ä ) for example as 2 characters. or this " as 2 of these '.

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  • #5, by sebastianSaturday, 05. May 2018, 13:21 2 years ago
    ah sorry, i remembered the wrong LS (7) where the controls ate different. 

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