Simple Example Files

  • #10, by afrlmeWednesday, 08. February 2017, 02:04 5 years ago
    Typically you hide unwanted interfaces in the game tab in the launch game actions bit. Interface visible/hidden state should be written to the save files, so loading a game should remember the state of each interface at the time the save file was created/written.

    Imperator

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  • #11, by ArtNovaWednesday, 08. February 2017, 02:15 5 years ago
    Ahaa.. In 'at begin start following action', now I see, thank you. All works fine smile

    Newbie

    41 Posts

  • #12, by darren-beckettWednesday, 08. February 2017, 10:42 5 years ago
    I think there's a bug in v4.2, that the inteface visible/hidden aren't always remembered when switching between characters.

    At one point i remember having to reset the interfaces as hidden after switching back to the original charcater.

    Great Poster

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  • #13, by Mike Silverberg WirthWednesday, 08. February 2017, 12:39 5 years ago
    Check out this tutorials section. Maybe you would find somethig helpful there.
    https://wiki.visionaire-tracker.net/wiki/Tutorials

    Thanks! Checked these out already.

    Newbie

    6 Posts

  • #14, by Mike Silverberg WirthWednesday, 08. February 2017, 12:41 5 years ago
    Sorry mate. We are a bit scattered here when it comes to documentation & tutorials. There's bits & bats all over the place.

    The only thing that is going to come close is Glenfx guide page, but be warned that it was created during the early versions of Visionaire Studio 3.x so it's a bit outdated & not everything works in the methods described in his guide.

    The door thing, like many other things are mostly condition based. In case of needing a key to open it, you would need an inventory system that the player can store the key in. You would then query on the door with a item used or dropped "key" (depending on how you setup your item interactions) to trigger some actions, one will most likely be the changing of a condition you've linked to the object & called something along the lines of "door_locked".

    You will have to be more specific about close-up puzzles as no one on here has really covered them. There's just the odd few examples (mostly puzzles that require Lua script), such as sliding puzzle, combination lock, etc.
    Thank you. I found the GlenFX tutorials and they help a lot. I've been investigating conditions and inventories, but it's very sparse as you said. Does anyone have any basic example files that has some simple set up? ie: a few scenes, a character, doors, inventory and objects? That seems to be an ideal way to start.

    Newbie

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  • #15, by afrlmeWednesday, 08. February 2017, 13:08 5 years ago
    Have you checked out the downloads section of this website? Most of the demo games that were submitted for the last official VS competition are available to download. If you want a simple one then check out the winning entry: Fantasy Quest. I think it covers most of the basics. The youtube videos that were posted in this thread are actually the development videos of that demo game.

    Imperator

    7042 Posts

  • #16, by Mike Silverberg WirthMonday, 13. March 2017, 19:42 5 years ago
    I have my own tutorial written in Word, but in spanish. I wrote this to remember things while I'm working in my project. Soon I want to ampliate and translate the tutorial, but now I don't have much time...

    If you understand spanish language I can send you the word document.
    Yeah I can translate. Would love to see it.

    Newbie

    6 Posts