Arrow-Key-Movement Question

  • #10, by JoelWednesday, 11. March 2015, 22:24 9 years ago
    Hey! Sorry to chime in, i dont really have a solution for you but i want to make a Keyboard-Controlled Character myself. It should only move on the X axis and along paths. I took inspiration from the "Cat Lady" Interface. Im wondering, if as an additional feature it would be possible to let the Character run while holding down Shift (with a separate Animation and moving 50 pxs instead of 20 for example). Also, how will you set it up so the Player can interact with Hotspots? Will they get active once the Character moves close? Is this possible?

    Thanks to all! I know the Devs have a lot to do and i appreciate all their hard work but this feature is so often asked about in the Forum, would it be easy to implement in the WYSIWYG Portion of the Software? I think thatd be really neat smile Not like a full blown Jump N Run Functionality but a simple Keyboard Control Setting along one axis would be great already!

    Thanks!

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  • #11, by CrossWednesday, 11. March 2015, 23:12 9 years ago
    A sidescroller-control the way you describe it is possible. I surely don't have the most elegant solution, but it works:
    Create a wayborder along the bottom of the screen.
    Create two key-actions (e.g. A for left, D for right) "send character to position" and place the position at the left and right end of the wayborder. Also create two key-actions for releasing the keys with the action "stop character".
    To interact with objects you need to create an actionarea within the wayborder close to your object. Create a condition when your character enters the actionarea. Through that you can controll all actions that should be executed from there. To run create another key-action for "shift": change outfit to a faster runningoutfit and change back when releasing the key again.

    The biggest problem is, that key-actions are global for all scenes. Therefore you'll have to ad variables or conditions for each scene / each actionarea within the key-actions.

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  • #12, by JoelThursday, 12. March 2015, 00:14 9 years ago
    Cool thanks a lot! Ill try that! Might i ask what kind of project you're working on that uses these kind of controls? smile

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  • #13, by SimonSThursday, 12. March 2015, 00:32 9 years ago
    We are currently planning on these features, but they require changing the waysystem algorithm. We want to include controller support, so also all these things around hotspots.

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  • #14, by JoelThursday, 12. March 2015, 00:57 9 years ago
    Oooh thats great News!! Any ROUGH idea when that might be implemented? Because maybe ill just work with the normal mouse Movement and switch to this new feature when its there...

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  • #15, by MehrdadThursday, 12. March 2015, 08:37 9 years ago
    Simon . When did you release next version ? Visionaire need add big functions like Turn character , Gravity for other genres like platformer , Control keyboard for slopes and.... Last update was very long time ago.

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  • #16, by JoelThursday, 12. March 2015, 09:51 9 years ago
    I think the Update Cycles are reasonable since Version 4 came out. Big thanks again to the Dev Team for all their hard work, it's another Reason why i chose Visionaire as an Engine for my Game smile

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  • #17, by andiliddellThursday, 12. March 2015, 10:55 9 years ago
    In defence of the devs, VS is a game engine for creating point and click adventure games. As soon as they start to add functionality for other genres they're shifting focus away from the primary functionality.(clearly keyboard control would still be useful for for adventure games smile)

    Not that I want to dissuade anyone from using VS, but there are plenty of platform game engines around.

    I imagine the devs will be more likely to build and refine a feature set that supports the primary goal of the engine, rather than watering down the offering?

    VS is an excellent piece of software for creating adventure games, and some of the new refinements and features will make it even better for this purpose. The Devs are to be congratulated on producing and maintaining it for so long, and sticking to their primary focus. Their strength is in their speciality.

    VIVA LA VS! smile

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  • #18, by JoelThursday, 12. March 2015, 11:37 9 years ago
    As soon as they start to add functionality for other genres they're shifting focus away from the primary functionality.(clearly keyboard control would still be useful for for adventure games smile)


    I agree, if you want to make a Jump n Run there are other solutions around but if you want to make a PnC Adventure then Visionaire is high up there when it comes to choices. I think the Keyboard Functionality doesn't have to be as ellaborate as with Jump n Runs either, just to enable the user to walk around using his controller or Keyboard thats it wink

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  • #19, by afrlmeThursday, 12. March 2015, 11:37 9 years ago
    @ Andi: Actually... grin

    The intention is to gradually expand the engine so that a few other game genres can be developed with Visionaire Studio. Being allowed to develop other game styles means you would be able to make a platformer or RPG or just get a little more creative with mini-game sequences / puzzles.

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  • #20, by MehrdadThursday, 12. March 2015, 13:20 9 years ago
    That's great news Lee.thanks . But when? . next week? next month ? ......
    I don't start my game yet because need some extra action like platformer for my game. I think can finish base of my animations and scenes this month but unfortunately I don't choose engine yet .I still think to AGS because it have more flexibility in my opinion. If you can give me hope for Lua and list of next features and estimate release date I stick to VS and don't look back anymore.

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