New Version of Visioniare?

  • #10, by afrlmeTuesday, 10. September 2013, 14:00 11 years ago
    yeah, anything you make in current version (3.7.1) should still work in 3.8, 3.9, 4.0 etc & if it doesn't then I'm sure they will bring out another convertor tool to make it work like they did between 2.x & 3.x versions.

    & yeah you will have the option to export for windows, mac, linux etc in the build game section... I do not know if iOS/android will be added to export options generally as certain things need to be done to the builds to make them acceptable for say the apple/mac app store - in the case of iOS that is.

    there are potential plans for some new commercial license options but I don't think you can complain about €35 (limited) license fee considering anniversary editions of VS (2.0, 3.0, 4.0 etc) only come around every few years & you get all updates in between for free; v3.0 to 3.9 for example.

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  • #11, by PykeTuesday, 10. September 2013, 14:08 11 years ago
    €35 really is an insane price tag for the power of Visioniare. I'd gladly pay double, or triple for the limited licence.

    If you guys are going straight to 4.0 by the end of the year, is there any chance for a smaller point release with 'just' the improved memory handling? Keep the cross platform stuff for the anniversary build.

    I'm planing on building a press demo of Stasis in a few weeks, and having used the (slightly buggy, but generally awesome!) developer build, I would love to take advantage of those memory improvements in the fully built game. Ill of course swing a copy your way out of extreme gratitude. grin

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  • #12, by afrlmeTuesday, 10. September 2013, 14:35 11 years ago
    maybe David or Alex would be willing to let you have one of the most recent beta builds?

    I'm not sure how stable/bug free they are though...
    the last version I got has a few issues & the miscellaneous actions were missing from the select action part box but other than that it seemed to work fine albeit any .ved file I opened & saved in it would no longer work in 3.7.1 or the dev builds.

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  • #13, by gustyTuesday, 10. September 2013, 15:27 11 years ago
    What I'm looking forward the most in the new version is the character animation improvements - better blending when a character turns direction and slowing down (blending) animation from walking to standing.

    Pyke, could I ask, how do you handling this issue in your Stasis project? I watched gameplay videos on your youtube page and it seems that there is that noticeble hard switch when a character turns or when he finishes his path from A to B a there is the visible transition from let's say frame 12 of walking to frame 1 of standing. In your case I think it's a quite nice because your character is relatively small for the environment so it's not that noticeable. I think that for the hand-drawn animation style (german adventures) it is not a big deal, but I use pre-rendered 3D graphics as well as you do Pyke so it's more smooth and every little glitch is more visible then...

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  • #14, by PykeTuesday, 10. September 2013, 15:38 11 years ago
    You do get the 'twitch' motion in Stasis if you look very carefully, but the small size of the character disguises it a lot. A big thing as well is that the isometric perspective, and general level design make it that you tend to click 'far' distances for the character to walk. I think its just a natural way to play, in that you don't really navigate your character around obstacles...you just kinda assume the path finding will work.

    If you click and walk very small distances, you do notice the 'reset' of the (40 or so) frames of WALKING animation.

    Blending of animations in a 2D game I think is VERY difficult to do. One solution is to always start the next direction on the frame of the existing direction, but you can run into issues of what happens if the walking animation has less frames than the other directions?

    The best way around this issue is the 3D character support, where you can have nicely blended bone animation.

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  • #15, by AlexTuesday, 10. September 2013, 16:18 11 years ago
    We can't make any promises about a release date. Usually it turns out to be quite funny when you look at those old threads where a specific release date or feature was announced. In the end Visionaire is just a hobby project, neither do we know how much time we can invest on Visionaire, nor is it easy to estimate the effort needed to finish certain features/tasks.

    Simon and David are doing a tremendous job on porting the engine to Mac OS X, Linux, iOS and Android. So I'm very optimistic we can support many new platforms with the next release. But I think there is still a lot of work to do to increase stability and implement missing features for those platforms.

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  • #16, by PykeTuesday, 10. September 2013, 16:36 11 years ago
    Have you guys ever considered a crowd sourcing campaign to develop the engine further full time?

    You are in a very unique position in that you have a fully realised product to 'give away' with the initial tier, and the engine is pretty much BUILT for Stretch Goals (full 3D support, etc).

    €30 gives you 3.x, and €60 gives you 4.x when its done. I really think with the uprising of Adventure Games, and the existing products you have in the market, you could get whatever you needed to move full time into this.

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  • #17, by AlexTuesday, 10. September 2013, 22:17 11 years ago
    In the end creating adventure games will always be a niche. It's not realistic to make a living in this genre. Unless someone donates a million wink

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  • #18, by funkygallo-1Wednesday, 11. September 2013, 12:55 11 years ago
    Hey Alex,
    will be a dream/nightmare to add a PS Vita/PS Mobile export too?

    Ciao

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  • #19, by RalphDamianiWednesday, 11. September 2013, 14:35 11 years ago
    I just signed in to give my 2 cents. I've been playing with Visionaire for awhile now and I'm impressed with how robust and user friendly the engine is. As an artist, I feel like I finally have the tool to tell my story and my project is moving forward unimpended by the programming limitations I used to have with other game development softwares.

    I'm at the end of the learning curve now and I'll happily pay for the license. I also second what's been mentioned above. I'd pay even twice or three times that amount for continuous support and new features in upcoming releases. I understand you may not be able to make a living out of Visionaire, but why don't you guys set your goals a little lower for now? It doesn't need to be a lifetime project. If you manage to crowdfund yourselves for 6-8 months in order to be able to fully commit to its development, wouldn't that suffice to push it to the next version?

    After you reach that milestone, then perhaps you can take a break and carry on with other projects, or perhaps set yourselves a new goal, depending on the feedback. With the growing success of Daedalic Games you have quite a showcase to draw interest from casual and professional game designers. And if you can't live on adventure games alone, I'm sure you're talented enough to expand the engine's potential to cover several other genres. RPGs and Puzzles games are not far from the concept basics of adventure games. IOS compatibility is already a pretty good start.

    Anyway, I've seen plenty of crowd funded ideas that weren't half as interesting or promising as this piece of software you managed to put together out of fun and dedication. I understand your hesitation, but if you ask me, you'd do pretty well at Kickstart with reasonable pledges and some entrepreneurship.

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  • #20, by brut69Wednesday, 11. September 2013, 15:13 11 years ago
    Yes for a V4 version I would even do a prepayment for it if they did that.

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