fight game

  • #10, by jetsetwillyThursday, 08. January 2015, 19:39 8 years ago
    i think theres a lot of tricks to find
    a weapon variable for example make of class of weapon knife:1 gun4 but i must make all animation with different weapons ,
    a object variable, for example the player can't win with a vampire without a cross

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  • #11, by afrlmeThursday, 08. January 2015, 19:59 8 years ago
    If I knew exactly what you have in mind/are wanting to do, then it would certainly help narrow down what you need to do to achieve it.

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  • #12, by jetsetwillyFriday, 09. January 2015, 14:57 8 years ago
    i just say with a lot of developping software you can easily do some simple combats(game maker, construct, gamesalad...) with visionaire it's a litlle harder, you have to enter in the scripts but the most customers who's buy a wysywig game creator don't want to make scripts.
    but it's seems that all the people here knows the code, only me lol so maybe it is not difficult to learn at all.

    1)im a little frustrating, because i want to use the shader tool kit, but i'm lost so if someone knows a tutorial for begingers about the shader tool kit tell

    2) how much time have you spend to learn the LUAcode

    3) is the lua scipts harder that the scripts of "adventure game studio" from chris jones?






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  • #13, by afrlmeFriday, 09. January 2015, 15:23 8 years ago
    1. You have to copy/paste the shader toolkit script into the script section of Visionaire Studio. It is required once because the shader code is not coded internally into the engine like in the construct2 engine, which means that anyone who has a decent grasp of the C programming language or GLSL can edit, modify, improve or write their own shader script & functions, or you can just use the standard functions that have already been written into the script by SimonS. I added a few functions & modified certain functions inside of the toolkit, but Simon did all the heavy-lifting (so to speak).

    A large majority of the existing shader functions have been documented & can be found under the script index section of the wiki. I have provided working .ved & resource examples for most of the functions I've already documented. I haven't got round to documenting them all yet mind.

    2. Here's your first lesson: LUA is actually a name, not an acronym or an abbreviation. Lua is the Portuguese word for "moon". In regards to your question: how much time does it take to learn Lua script? well... I guess it depends on the person. If you have any past programming/scripting knowledge such as java, python, c# or even basic html, then it shouldn't be too difficult to learn. There are plenty of examples on the wiki & there is loads of tutorials, documentation & examples that can be found by searching on google or wherever.

    3. I'm afraid I can't answer this, as I'm not familiar with the AGS scripting language. Besides, you don't really need to learn to code to develop a commercial game with Visionaire Studio. I was told that one of Daedalic Ent. early award winning games "The Whispered World" was developed with virtually no scripting at all. There was a little bit needed for the config.ini file etc but that was about it.

    The thing with Construct2 is that it is very limited in what you can do. Sure there are loads of nice pre-made features available as action parts (or whatever they call them), but you are limited to those action parts & the parameters available for those action parts. I believe it does have support for java script extensibility but I'm not sure if that allows you to extend upon the existing actions or whether it's just for coding in a few new things or whatever (I've not really looked into it all that much). Most game engines however, do require a basic understanding of programming or programmers logic. The basic premise of Visionaire Studio involves an if then else kind of logic, in regards to the action parts, which still falls under programmers logic.

    P.S: Visionaire Studio was never intended to be used for anything other than point & click adventure games. Construct2, Löve2d & Game Maker Studio etc are geared towards multiple genres of 2D games, instead of 1 or 2 specific genres. Having said that: one of the ideas/goals behind the new GUI Simon is working on is to allow the creation & development of more game genres & to increase usability & work-flow. Less floating windows, more drag & drop & more parameters as well as a more appealing visual style for the IDE in general.

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  • #14, by jetsetwillyFriday, 09. January 2015, 16:18 8 years ago
    yes but for example if i have an image sea, i would apply a animated shader water reflection
    1i put tne scripts in the script panel(last in the list)
    2 i assign a action for my image sea
    call script "shader water reflections"
    is that the method?

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  • #15, by afrlmeFriday, 09. January 2015, 16:40 8 years ago
    Do you mean: you want to apply a ripple effect to the sea/water image/animation? You can apply ripple effect to scene objects. However there is no effect for generating reflections. You could create another image or animation for the reflection though.

    The process would be something along the lines of:

    1. create you image or animation.
    2. import image or animation into a scene object.
    3. add the shader toolkit script to the script tab of Visionaire Studio & leave the script as a definition script.
    4a. create another script & add this script to it...
    function setObjectEffect(i, eff)
     shaderAddEffect(eff)
     shaderRemoveEffect(eff)
     shader_effects[eff].num.strength=1
     bind(eff, "time", field("shader_iTime"))
     shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, i)
    end
    

    4b. To add/replace an effect you can create an execute a script function & add something along the lines of this to it...
    setObjectEffect(1, "ripple4") -- this would add/set ripple4 effect to index 1 of the effect table 
    

    5. To add an effect to a scene object (this will affect any sprites or animations associated with the scene object) you should create an at begin of scene action for the scene & then create an execute a script action containing something like so...
    Objects["object_name"].ShaderSet = 1 -- replace object_name with the name of the object you want to affect & replace 1 with the index value of the effect you want to access.
    


    I guess it will still be kind of complicated, if you have no prior understanding of programming/scripting. But it's about the best I can offer at the minute.

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  • #16, by afrlmeFriday, 09. January 2015, 16:55 8 years ago
    Ok I've just uploaded a modified version of a dynamic menu template I create a little while ago. If you study it then you will be able to see how I applied & removed some shader effects to & from specific scene objects.

    https://www.sendspace.com/file/dddftp

    Look over the .ved & you should be able to figure out what to do.

    You can find a full list of shader effects here, although most of the effects currently do not work very well for scene objects. All of them however will work for the entire scene/viewport.

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  • #17, by jetsetwillyFriday, 09. January 2015, 18:24 8 years ago
    the 3 scripts must be placed in the script tab?

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  • #18, by jetsetwillyFriday, 09. January 2015, 18:33 8 years ago
    the best method is to test it i ll be back soon

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