I say the quicksave feature isn't just for saving as it can be used for many other purposes also:
º if you want to include an actual start new game button - as opposed to just changing to scene of current character - while also reseting all conditions & values at the same time we can create a quicksave x # at game launch which we can use to load from if we create an if else condition "init_game" or "game_has_started" = true load autosave x # else change to scene of current character. change to scene of current character or any character should only be used on game launch or to resume game after you have started a new game or loaded from a previous save.
º also you can use quicksave for many other things like for instance say you wanted to create an achievement system like xbox or steam has - using quicksave x # we can determine on game launch if the achievement exists etc & also we could use quicksave to determine which bonus content is available.
you could consider this a quick work-around method as opposed to having to use LUA to read & write from a file which is less secure unless you can encrypt it.
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I know what the title of this thread is ... but this thread is actually just for adding tips/shortcuts & so on about/for Visionaire Studio in general so please feel free to share/add your own tips & knowledge ![]()
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ok another nice little tip is that when you are creating objects areas ... seeing as there is currently no hand tool (like in photoshop) to drag around the scenes - it sometimes makes it hard to know exactly where to click your next point unless you zoom out so you can see everything - but sometimes this isn't always very efficient!
the tip is that if you hold down the shift key while creating points it adds a snap to like effect which means you can drag in a straight line or in a specific amount of degrees (not sure actual degree amount atm - maybe 10º or 15º) ... you can press shift at any time - even after you drag scene around.
also you can nudge points for a more precise control by left clicking a object/way point & using the arrow keys on your keyboard.
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this isn't really a tip, shortcut or whatever - it is more of an idea; using my config.ini scripts & an option inside of your game option menu - providing you decide to use one - is to create a checkbox option like "Enable Special FX" & multiple value box like you can see in the project file for my config.ini scripts which will allow us to set a value of which during the game we can use if else value = x then display this animation or else display this animation else do nothing.
the quick & short version of what I'm saying is that we could use this option so that people on lower end computers/laptops, can choose to display all, some or only the basic animations & animation fx.
what you could do for say medium quality is to duplicate a full animation & remove some of the frames which means less cpu/video memory usage ... or for low you could disable background fx & so on.
just an idea which I'm considering implementing into my game wink
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there's probably some other tips I can think of but currently my mind is firing blanks
(oh dear)
Isn't the wiki the place where we should collect these things?
also the wiki hardly has anything added to it ...
hopefully Calli will add some new forum sections, child-boards (sub) & sticky topics at some point
all my wiki articles can be found underneath my username via the authors tab! all my posts are formatted with headers & sub-headings etc.
*** added Special FX option idea to the thread - see first post - also added to wiki page.
the only current available documentation will probably be on the old 2d wiki site. * edit: don't see anything much mentioned on old wiki either: @old wiki
I haven't written / finished the English manual/documentation yet.
it's simple enough to use: select action part (popup box) > load/execute autosave > select whether to create autosave or load autosave & declare autosave number.
you can also in the conditions section of the popup select action part box: choose an if else statement to check if autosave number exists to declare an action or maybe for creating an overwrite yes/no function & so on.
as I've mentioned you can use autosave for various things; if you use your head & think about what they can be used for creating - the best thing is they can be checked on gamestart for enabling various menu options etc without the user having to load from an actual game save.
I will explain normal save menu & autosave in the English manual ... I do not have a set date for next release of Visionaire Studio; so I can't say when the manual will be ready due to not knowing exactly what will be new/removed/replaced etc.
Actually there is. You can hold the middle mousebutton / mousewheel click to move the viewport of the scene in the editor.seeing as there is currently no hand tool (like in photoshop) to drag around the scenes
people using laptops don't necessarily have middle mouse button & I do not because I'm currently using my wacom tablet & pen until I can buy a new computer/laptop.
I think the user was given the option in Deponia to open inventory interface on mouse over or by mouse wheel, for the same reason I mentioned above?
I have added hand tool with option to use in similar manner as photoshop rather than middle mouse button or as optional with space bar & left click drag to the tracker as low priority for David or Alex to look into - at some point
With some luck we'll have 2 new sound engines for next release (fingers crossed) - basic free (better than current) & an optional pro sound engine as a plug-in (users must purchase licenses to use commercially)
aside from that: upgraded control library is being worked on to allow user better control methods / more choice. cpu / vram reduction & smoother animation / videos & so on ...
various bug fixes etc.
potentially - if no issues crop up ... I have been told not to raise expectations too much - in case somethings can't be implemented because of stability issues or high cpu usage.
*** edit: you did mean working on anything for Visionaire Studio?
if you meant a game then; yes also - but slowly, slowly