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Preparing a Vis. project... (Catyph)

  • #20, by afrlme 13 years ago Zitieren
    1. you could load the scene & inside of an at begin of scene action; play the video. the black bit is the fade to scene part... there is no true game load for vs so you can change to a scene instantly or fade to a new scene. on scene open the active animations will load as they are playing or if you preload animations at the beginning or end of a scene then you may experience a bit of slow down in animations & the mouse movement until the animations have done loading.

    2. the upcoming release has some new options for allowing the scene music & sounds to continue while a video is playing.

    sorry for the random explanation in the first part. I just typed it out real quick off the top of my head which is why it's not very coherent.
  • #21, by Simon_ASA 13 years ago Zitieren
    No it was coherent, don't worry smile

    1 - That's what I have been doing already, but there is still the very short black screen. I think it will be impossible to remove, it's like a blink of an eye. It's a shame, but not catastrophic !
    I'll share a demo as soon as possible to illustrate the problem. but it's too early :p

    2 - ok I'll have to wait the new release then. Can't wait ! I'd love to know more, but from what I read on the forums : it will come when it is ready, right ? hehe !
  • #22, by afrlme 13 years ago Zitieren

    it will come when it is ready, right ? hehe !


    indeed! or at least when Alex says it is ready... wink
  • #23, by Simon_ASA 13 years ago Zitieren
    Hey, generally would you say that a game that has been built into an EXE (ctrl+B) runs faster than a game that runs from the editor (ctrl+F9) ? Did someone notice a difference ?
  • #24, by afrlme 13 years ago Zitieren
    hmm not sure but if you are running the game through the editor then you are using more processes than the biuld version of a game... so possibly?
  • #25, by Simon_ASA 13 years ago Zitieren
    Thanks AFRLme, according to my tests, the game seems to run slightly faster once compiled into exe. Good to know, even if it's almost imperceptible.

    Well I now have almost created all my basic framework (main menu, main features, beginning of the game, opening movie, inventory, etc...). I feel a lot better !

    Unfortunately I'm still stuck on the Save issue. When I save, it still goes to the first available slot and I don't know how to change this (something new about this in the next release ? Seems important to me.)


    check out my advanced menu template for a complex/professional style game menu example complete with correct way to make a save menu & various other things such as new game, resume game, bonus content etc & reading/writing from/to the config.ini file.


    I found something from you here : http://alternatingfrequencies.com/vs/quick_sld_menu_example.rar
    But it seems that the link is dead. Is it the template you were refering to ?
  • #26, by afrlme 13 years ago Zitieren
  • #27, by Simon_ASA 13 years ago Zitieren
    Thanks ! Hope I can understand how it works. I knew that the savegame menu would be problematic for me.
  • #28, by Simon_ASA 13 years ago Zitieren
    I must be missing something... I have the exact same problem in your advanced menu template.

    Example : you have 6 save slots. They're all Empty (E) :

    1E 2E 3E
    4E 5E 6E

    You select the slot #5 because you want to save your game in slot 5.
    So you click on the Empty slot 5, then you click on the "save" button.

    Logically, you should obtain :

    1E 2E 3E
    4E 5S 6E (with S = Saved et E = Empty)

    But instead, this is what happens !!

    1S 2E 3E
    4E 5E 6E

    It is always saved in slot 1 (then 2, 3 ... by order), even if you select another slot. Is that normal ?
  • #29, by afrlme 13 years ago Zitieren
    yeah because it saves in the first empty slot... technically you haven't created 6 save slots. you have created 6 access slots but infinite save slots because you can infinitely cycle through them to the left or right via the previous/next save action parts.

    you can however: overwrite a currently selected save slot if a save already exists or you can load from selected save slot or delete a save; if one exists.

    if you want to do what you have said then you would have to manually create your own save game system with the quicksaves instead & either have it display text or take a screenshot with lua & then use lua to display & shrink the screenshot - I've not tested to see if it is possible or not mind. you could for instance have premade images which will be displayed based on a value/condition linked to current scene or chapter of the game.

    just a few (rough) ideas...
  • #30, by Simon_ASA 13 years ago Zitieren
    Ok great, thanks ! I thought this problem was solved in your template, and that I could get inspiration wink No problem, I'll try quicksaves + lua.

    My guess is that an improved save system would be more than welcome in a future version of VS. Having the possibility to choose the slot where to save sounds like a basic necessity.

    Another thing that would be welcome is a "scale option" on the layers. Instead of writing the lua code to resize an animation, it seems better for beginners to have a scale button where you can choose the size. Scaling an animation is very useful, I used it several times already to save memory.