Questions about Visionaire and NON Adventure games

  • #1, by MehrdadThursday, 22. January 2015, 07:35 6 years ago
    Hi
    Sorry but i don't buy your product after long time for some reasons that i say it as some questions:

    1) i don't touch Lua at all. How much is it flexibility in Visionaire and Is it use all Lua commands ?
    2) If I learn complete Lua language can I make Non adventure game with Visionaire like platformer games?
    3)Can I make some special movements like swimming character and visual effect like underwater?
    4)Indie price is very fairly But Mobile and Pro version is very expensive.At least did you have any plan to remove per title from thats?
    5)When did you add "Turn before walking" structure?

    Mehrdad

    Newbie

    39 Posts


  • #2, by afrlmeThursday, 22. January 2015, 12:56 6 years ago
    The editor / engine is slowly getting new action parts / functions added to each new build to allow more flexibility without requiring Lua script. Most things can be achieved without scripting, however if you do want extended control & flexibility, then we do recommend you do at least learn the basics of Lua script.

    It is technically possible to make other game genres although it might require more work than other engines as Visionaire Studio was designed with point & click adventure games in mind. The idea though is to eventually make Visionaire more flexible in terms of what type of games can be made with it. Platformer games (2D) mostly consist of tile based graphics which is something that VS has no support for.

    Swimming, space walking & all that are theoretically possible. Just create a character outfit with character swimming or whatever it is that you want them to be doing. Unfortunately we don't have any physics in the engine, so if you want to apply gravity to your characters then you would need to write scripts / functions to handle it. The underwater visual effect would be possible by applying a ripple shader effect to the screen itself, which is as simple as copy/pasting the shader toolkit script into the script section of visionaire studio & then activating the ripple effect when needed by creating an execute a script action part containing the shaderAddEffect("ripple4") function.

    I doubt the mobile / pro price will change. Everyone seems to think that other engines are so cheap, but it you bother reading the fine print then you will find out that they aren't really all that cheap. UDK has a license fee & then a royalties ( % ) of sales fee per game that makes over x amount. Unity requires you to purchase multiple licenses (per platform, not sure about per title). Game Maker Studio requires you to purchase multiple licenses (per platform) & so on. There's this old saying "if you want to make money, then you have to be willing to spend money". If you have no money, then try & find a job / save up. How most things work in life, no?

    No idea about the turn before walking thing. In theory I suppose it could be implemented into the engine itself; so could sections for begin & end walk animations, but whether or not Alex decides if / when they should be implemented is entirely up to him.

    Imperator

    6845 Posts

  • #3, by MehrdadThursday, 22. January 2015, 13:41 6 years ago
    Thanks for reply
    But I don't get answer yet.Is lua in Visionaire complete flexibility for make out of adventure games? For instance and very simple Is there any command to character that when it wasn't on walk area pull 1 pixel or more to down (gravity simulate)?
    And can i write pure Lua from scratch into the visionaire for get more control and different genres? because after switch to Visionaire I want stick to lua.

    About license: Unity is not per title for pro version.You pay 1500X3$ for make unlimited games for desktop and mobile and consoles.But your license is for per game!!!. And when we want make another game we have to pay 450Eur again and again for mobile version.And it's not good idea and actually you lose many indie users.Honestly your forum is very silent most of times and I asked peoples that they had problem with price mobile and pro version.(per game!!!)

    Newbie

    39 Posts

  • #4, by afrlmeThursday, 22. January 2015, 14:23 6 years ago
    VS doesn't have a physics engine & there is nothing defined as floor so no, it's not that simple. However it could be done by for instance setting a condition when character reaches height of a jump or player lets go of jump button. Using action areas you could define what is ground I suppose.

    So with that in mind it would be possible to trigger when gravity should be enabled, but you would have to write a script inside of a loop that has character move down by x pixels every loop or after x delay, which then changes the condition falling to false.

    Is Lua flexible, depends on what you are wanting to do. Lua based engines like Löve2d allow the users to create custom functions & libs that extend what can be done with Lua script. I have no idea if it would be possible to include external libs into VS though, because there are loads of nice open source libs / functions available for Löve2d that would be nice to implement such as gravity, create / destroy objects & so on.

    I can't do anything about the price of the licenses, nor the terms of the licenses. It's not up to me.

    P.S: what do you mean by pure Lua? I don't always use the data structure in the scripts I write. I create functions for calculation & other things that don't actually affect the Visionaire Objects. What you can & can not do, is limited by the framework in which you are working. Different engines allow / use different commands. The basics are the same in each though.

    Imperator

    6845 Posts

  • #5, by MehrdadThursday, 22. January 2015, 15:17 6 years ago
    Your tricks about gravity was nice.Thanks
    My mean of pure Lua was about number of functions that i can use in VS.And what is that's(appreciate for any link)
    Did it support all functions Lua language?If it's No, is it enough for make a complete make other things instead Adventure games? like battle system,jumping character,falling,stand up,shooting,dead,ground as obstacle,control with keyboard...
    Finally ,Is Lua script in VS ready for make Adventure+Arcade games?
    If answer is Ok I'll purchase it next week.

    p.s: Anyone makes battle system as open source or similar example?

    Newbie

    39 Posts

  • #6, by LebosteinThursday, 22. January 2015, 15:32 6 years ago
    What about Unity or Godot? This two free and platform independent engines are the state of the art this time.... Gogot is also OpenSource and has a very interesting animation system. That could be a better way for you.

    Key Killer

    601 Posts

  • #7, by afrlmeThursday, 22. January 2015, 16:45 6 years ago
    Hmm I really don't know where to begin. In theory anything is possible, & if not, then it's at least probable, to some degree. You have to understand that Visionaire Studio was not originally designed with anything other than point & click games in mind, so anything that the engine was not designed for is going to require a lot of work, time & effort in comparison to engines that were more flexible, such as: Game Maker Studio which is very flexible when it comes to a large variety of 2D game genres. That features a action part system as well as a scripting system. The only thing I don't like about Game Maker really is the asset system, also almost everything is tile based.

    Imperator

    6845 Posts

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