Cursor will not appear - speech animation and text of the character won't start/show up

  • #1, by crankschenkWednesday, 15. February 2017, 18:54 8 years ago
    Hello everybody,

    I watched the three tutorial videos by suro but I have two little problems:
    1. The Mousecursor will not appear (Mouse is set as maininterface). Hovertext over an object works fine instead.
    2. Speech animation and text of the character won't start/show up. But the character walks to the object and turns to it.

    Thanks for your help
    CrankSchenk


    Hallo allerseits,

    ich habe die drei VideoTutorials von Suro durchgearbeitet und habe leider zwei kleine Probleme:
    1. Der Mauscursor wird nicht angezeigt (Maus ist als Hauptinterface gesetzt). Hovertext über einem Objekt allerdings schon.
    2. Sprech-Animation und Text der Spielfigur werden nicht gestartet/ausgegeben, obwohl die Figur zum angegebenen Objekt läuft und sich in die Richtung dreht.

    Vielen Dank im Voraus
    CrankSchenk

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  • #2, by afrlmeWednesday, 15. February 2017, 19:20 8 years ago
    The tutorials by Suro are probably well past their sell buy date by now, so there's no guarantee that everything in them will still be valid let alone relevant.

    1. Did you add animations for both active & inactive cursor states?

    2. Did you set the animation center (interaction position) for each of the cursor animations?

    https://i.gyazo.com/afa963e7bc5271bc1c1795e3efddfc78.png

    3. The interface, did you create a button set to command type & did you assign the cursor in the properties tab for said button?

    https://i.gyazo.com/3b39df629f0fa79192d1666661313147.png

    https://i.gyazo.com/9600a53d4813e2afaaf6dc561b70459f.png

    4. Did you assign the interface to the main character inside of the interface tab of the relevant playable character?

    https://i.gyazo.com/d4e72301e795676305b7e7103a30eb61.png

    5. Quick note: menu type scenes require you to specify a cursor inside of the scene properties tab as they aren't classed as playable scenes.

    https://i.gyazo.com/11872b11bbdf4211f824c346a460c547.png

    6. You need to assign fonts inside the properties tab of each character for display texts, dialog selection, dialog fonts & so on.

    https://i.gyazo.com/e7f36a77cfc66c65d354b78fd64d4f54.png

    Quick question: are you planning on migrating your Nelson game over from Unity to Visionaire Studio? If so, then could you please explain why?

    Regards,
    Lee.

    Imperator

    7285 Posts

  • #3, by crankschenkThursday, 16. February 2017, 17:25 8 years ago
    Hi Lee,

    thanxs for your answer. I checked all your points and ... it seems to be all in the right order. I even tried to use a different cursor graphic. 
    I guess, I will have to recreate all from the very beginning, to see, if everything works. roll

    The reason for me to switch from Unity to Visionaire was one of my own sayings: Always use the best tool for your work or the tool, that fits best for yourself.
    Unity is a great engine, but it is basicly made for 3D games. Visionaire was essentially created to make point & click adventures. After a lot of trial and error and a couple of prototypes (most of them in 3D) I descided to create 2D Adventure Games. And Visionaire is great for doing exactly this.

    ... as long as I fix my two little problems. smile

    And I am able to draw all of the graphics by myself so I don't have to pay someone for the assets.

    Best Regards
    Manuel

    PS: Here is the first scene ... and still no cursor or talking animation:


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  • #4, by afrlmeThursday, 16. February 2017, 17:40 8 years ago
    If you want, feel free to zip/rar up what you have so far (ved + resources I would need for testing) & send it to me so I can have a quick look over it to see if it's human error, or something else. Up to you mind. wink

    I think Unity is supposed to have 2D support as well? There's that Adventure Creator plugin thing for point & click games too - I've no idea how easy it is to use though, that or Unity.

    Must be nice being able to sort out your own art assets. I'm not very good when it comes to the art side of things. My strengths are in the development & scripting side of things. Also in debugging / coming up with workaround solutions to limitations.

    Imperator

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  • #5, by crankschenkThursday, 16. February 2017, 20:03 8 years ago
    Hey Lee,

    please send me your mail adress, and I will send you the zip file (only 1 MB). A little help at the start would be very nice. 

    Yes, Unity has 2D and it is a very good engine. But for Adventures you need the Adventure Creator Plugin and it "transforms" Unity more into Visionaire. For me, Visionaire is more easy to use. It is up to everybody to decide for himself/herself. 
    I will still create something in Unity, because I have to create a little puzzle game for mobiles in a few weeks. So don't get me wrong - both frameworks are awesome. 

    Best Regards
    Manuel

    Newbie

    100 Posts

  • #6, by afrlmeThursday, 16. February 2017, 20:40 8 years ago
    By the way, forgot to ask... are you are using Visionaire Studio 4.2.5 or the 5.0 beta?

    I understand wanting to branch out & use other engines. At some stage I plan on doing the same thing, though I prefer 2D so I will be sticking with 2D engines like Game Maker or Construct 2.

    I agree that the engine depends on what you are wanting to create & that there's no point in using an engine that makes you have to swim against the current so to speak to create whatever you have in mind. We have had a few members on here asking if it's theoretically possible to create x game type with Visionaire Studio & my answer has often been "yes", but (& there's always a but) that it would probably require a lot of effort, hard work & workaround solutions to create something that was never intended to be made with Visionaire Studio. It is (was a 2D) a 2.5D game engine specifically designed for creating point & click adventure games, not platformers, not RPG, not top down shooters or whatever else, but that's not to say that you couldn't create one with VS, but why would you want to, would be the better question!? If I wanted to create a side-scrolling platform game or space shooter or some kind of story-driven semi-platforming game like Oxenfree then I would probably use Game Maker. If I wanted to create a retro RPG game then I'd use RPGMaker or if I wanted to create a more modern one then I'd probably go with Unity or UDK.

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  • #7, by crankschenkThursday, 16. February 2017, 21:00 8 years ago
    I am using 4.25
    I will wait for the release of 5.0 and then switch to the new version.

    You are absolutely right with the use of the right engine for the type of game to create. My plan is a classic point and click, so I might even don't need scripting. We will see...

    Thanx Lee

    Manuel

    Newbie

    100 Posts

  • #8, by afrlmeThursday, 16. February 2017, 21:52 8 years ago
    I am using 4.25
    I will wait for the release of 5.0 and then switch to the new version.

    You are absolutely right with the use of the right engine for the type of game to create. My plan is a classic point and click, so I might even don't need scripting. We will see...

    Thanx Lee

    Manuel
    haha, everyone thinks they won't need any scripting, but there's only so far the premade actions, events & queries can take you which is the case with all game engines - something that a lot of people don't seem to understand.

    Anyway, the issue with why the cursor wasn't showing up & the display text wasn't being displayed is because you had 2 interfaces with buttons that were set to command type. The inventory interface was listed first so the engine automatically decided that Item 1 was the default command, which in turn is why the display text wasn't being displayed in-game when you tried to click on a scene object because it wasn't actually executing the correct command on the scene object thus it walked to the scene object but didn't actually trigger any of the action parts you wanted it to execute.

    Quick note: The only interface button types that should be set to command type should be buttons that you intend to use as cursor commands. Everything else should be set to the most relevant button type; item placeholder, scroll item or action area for general miscellaneous buttons.

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  • #9, by crankschenkThursday, 16. February 2017, 22:11 8 years ago
    The scripting should not be a problem, I am working in the IT for more than 18 years. But hopefully I don't need so much scripting. smile

    Thank you for your help, Lee. 
    It works fine.

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  • #10, by sebastianThursday, 16. February 2017, 22:12 8 years ago
    My plan is a classic point and click, so I might even don't need scripting. We will see...

    http://i.imgur.com/ohDKCIO.jpg
    to make the really cool stuff you will need it smile 

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  • #11, by crankschenkThursday, 16. February 2017, 22:19 8 years ago
    You may be right. I need to dive into the engine first and learn a lot. 

    Newbie

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