Dancing mission / walking speed.

  • #1, by ke4Sunday, 22. June 2014, 09:01 11 years ago
    Hi,

    I would like to know if two things i can do in visionare.

    1. Diferent speed between horizontal and vertical walking. Because with perspective the vertical speed looks much faster.

    2. If is something like this is possiblle to do? And I am a real beginner with code.
    http://youtu.be/xksSeTG3AtE

    My idea is do an animation of the arrows, put it in the scene, set that arrow on keyboards when the animation is playing triggers character animations, and somehow time condtions to when is arrow in circle keyboard is triggering. But how to do that character can't walk or interact with other object in this mission? ( edit: maybe solution would be do this in new same looking scene with 1px way bordes with no objects to interact )

    Thank you.

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  • #2, by afrlmeSunday, 22. June 2014, 14:53 11 years ago
    Yes you can adjust character speed by adjusting it based on character scale. Lua script would be needed though.

    As for the dance thing... create a character without any animations & switch to that or hide your character with hide action part or set visibility action part. Then for dance character use an NPC. The key input would be done with key actions section in combination with some if queries/values/conditions or whatever. The timing part & direction images would be down to pause action part & animations.

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  • #3, by ke4Sunday, 22. June 2014, 21:42 11 years ago
    I will try do it with this http://www.visionaire-studio.net/forum/thread/walk-speed-dep...

    I was looking at the demogame and there it looks ok, but my character where is smaller then primary size it looks bad. Also in the demo at doubleclick character run, but i did't find any code what do this.
    Please what i need to do? :-)

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  • #4, by afrlmeSunday, 22. June 2014, 21:50 11 years ago
    1. My script in the link you provided is currently invalid. VCharacterSize is no longer integer & is now float. It needs a bit of editing to make it work again.

    2. You just need to adjust the character speed to make it move faster, it can be done via action parts. Actually if you open up the demo game .ved that comes with the freeware version of Visionaire Studio then I believe you will find out how it was done in the double click mouse actions of mouse settings tab.

    P.S: you can't expect much else when scaling up/down. It's not a vector image & scaling an image from its original size will more often than not create certain artifacts. These are quite noticeable in edges & line-art, especially if the line-art was particularly thin to begin with at 100%.

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  • #5, by ke4Wednesday, 25. June 2014, 10:15 11 years ago
    With the dance thing, there is one problem, i found the easiest way to do timing in actions in frames of the animation. But the animation has almost 1000 frames and i can see only first 150 frames and i cant scroll.

    And i need to start one action automatically when my value is = 5, i tried wrote script, but it doesn't work, it was a try... please what i wrote wrong? Thank you :-)

    if value("Scenes[dance].SceneValues[badgame]") >= 5 then do function startAction("Scenes[dance].SceneActions[game]")
    

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  • #6, by afrlmeWednesday, 25. June 2014, 13:07 11 years ago
    Quick tip... You can create what I call chunk animations. Basically if you have a large animation you split it into smaller ones inside the same animation tab, then after an animation has finished playing you have it play the next animation chunk & so on & so on.

    Ok the code thing you wrote above...
    If getObject("Scenes[dance].SceneValues[badgame]"):getInt(VValueInt) >= 5 then
     startAction("Scenes[dance].SceneActions[game]")
    end
    

    ...based on what you wrote.

    You know it would probably be simpler to create a called by other action with the above done in action parts & have it call the action on each frame of the animation.

    P.S: I do think you might be getting in a little over your head with this mini-game. Would be far more productive for you to keep learning all the basics of the engine first & then come back to the more complicated stuff later on, once you have a decent grip on how everything works.

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  • #7, by ke4Wednesday, 25. June 2014, 13:57 11 years ago
    Okey, i agree..
    This script is not working, i don't know why, but it means i would have to put the action 1 000 times?

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  • #8, by afrlmeWednesday, 25. June 2014, 14:07 11 years ago
    haha razz

    Well did you did say 1000 frames no?

    You could of course create a mainLoop event with lua & have it constantly check the value. Far simpler... well... less work anyway.

    I would work on your other scenes first & come back to the mini-game later. What do they say? "don't dive into the deep end first, unless you can swim" - or some such nonsense.

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  • #9, by ke4Wednesday, 25. June 2014, 14:18 11 years ago
    grin Good, thank you

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  • #10, by ke4Thursday, 26. June 2014, 11:03 11 years ago
    ...I'm sorry, but i just got an idea razz
    I realized that i can do this easily in key actions action and it works good.

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  • #11, by afrlmeThursday, 26. June 2014, 13:27 11 years ago
    nice one wink

    I don't like doing large/multiple if queries inside of the editor because it starts to look confusing/messy, & I have a hard time seeing what belongs to what. But that's probably just me.

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