CyclePuzzle

  • #10, by afrlmeTuesday, 03. February 2015, 16:43 10 years ago
    Probably a mac bug then. Uploading a screen recording of it working on my windows laptop. I'll edit this post with the link in a few minutes or so.

    https://www.dropbox.com/s/56npma5r1bt21sj/cycle_puzzle_scree... (not sure what happened to the quality) It's supposed to be 1080p @ highest quality settings. Looked crystal clear in VLC media player. Guess dropbox compresses the video to load faster or something. Oh well.

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  • #11, by unrealTuesday, 03. February 2015, 18:03 10 years ago
    I've tested under Windows 7 (using Parallel Tools) in Visionaire v4.1 and same problem happen. Maybe you didn't send me the right version ? Or I'm just unlucky :-(.

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  • #12, by afrlmeTuesday, 03. February 2015, 18:47 10 years ago
    Could be a bug or something in the public build - as I said I'm using a beta (team build) of the next version.

    You didn't change anything in the .ved in the recording you recorded?

    I know a different way you could approach this without using the rotation field for the object. It requires you to create an image for each rotation via an image editing software of your choice. You then create an object with an animation for each ring & you use Lua script to check current frame & to force which frame should be playing. It's much simpler than using the rotation field, plus the rotation field is only really useful for images that are flat to the screen. Let's say the rotation puzzle was something in a scene, like a stone circle on the floor with multiple rings that you had to match patterns to. You wouldn't be able to rotate with the rotation field as it's not a 3D environment.

    Maybe I'll mock up an example of what I mean, sometime later on, or later in the week.

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  • #13, by unrealTuesday, 03. February 2015, 18:59 10 years ago
    Yeah good idea ! Like you said, it's even more interesting because you can make a 'fake 3D' puzzle like in 'Indiana Jones and the Fate of Antlantis'.

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  • #14, by blink3dSaturday, 11. April 2015, 22:09 9 years ago
    Hello Unreal,

    I had the same problem as you, couldn't manage to get the code to work, so i decided to take another approach. By just using if statements, and required animations for transitions. I took your Cycle Puzzle project and its files to experiment with. It was successful at the end. It was easy, but bit tedious. And also the animations resulted size increase of whole project. Took me about 3-4 hours to make the whole thing. Do check it, and provide feedback, and any ideas to make the animations and entire game more compact.

    Again all thanks to you and AFRLme.
    Ta ta...

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  • #15, by unrealMonday, 13. April 2015, 15:42 9 years ago
    Wow, that's a lot of work ! But it's working, and easy to understand (no LUA used). The only thing is the 100Mo of animations that could have been avoid if the rotation script worked well (rotation from the center and not the upper-left corner).

    Now there is at least one exemple of puzzle for Vis on the forum !

    Big thanks to Blink3D !

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  • #16, by afrlmeMonday, 13. April 2015, 17:40 9 years ago
    I don't think all those animation frames were necessary. Most people tend to think that smooth animation requires loads of frames, which might be the case in animated cartoons / movies, but in VS it can be done with less frames, by setting a custom delay value between each frame. The smaller the delay between frames, the smoother it will probably look. So the rotation of each segment could have probably been done with 4-8 frame instead of 20+ or whatever amount was actually used.

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  • #17, by blink3dTuesday, 14. April 2015, 06:11 9 years ago
    Thank you Unreal,smile

    and AFRLme, daymn i didnt think about that, i'll give it a shot, let's see.
    I am working on another puzzle to implement in our project, will show you guys when done.

    Thanks again.

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