Visionaire 5 released

  • #70, by atrusWednesday, 22. November 2017, 11:55 A year ago
    I heard Simon added some physics to engine. Is it integrate in final version now? What is that commands ? And Is here any manual for it?
    Are we talking about Box2D guys?

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  • #71, by MachtnixWednesday, 22. November 2017, 12:21 A year ago
    Der Editor unterstützt jetzt nativ DPI-Skalierung, dafür sollte man aber eine gewisse Auflösung haben. Wenn man bei der Verknüpfung auf Einstellungen geht, kann man das Skalierungsverhalten des Programms anpassen.
    Bezieht sich das auf die Skalierung der Programm-Oberfläche? In welcher Verknüpfung auf welche Einstellungen? Mein Schirm ist auf 1280 x 1024 px gesetzt.

    Font-Größe auf 11 Pixel gesetzt hat übrigens nichts gebracht. Die CSS-Eingabe wird offenbar ignoriert. Die DINPro light ist übrigens viel zu light... die muss zwingend später geändert werden. Häufig werden dann aber einige Schriften in einigen Menüs gar nicht mehr dargestellt - ist ein Lotteriespiel, welche Schrift akzeptiert wird und welche nicht und wo.
    * {
    font-family:DINPro-Light.ttf;
    font-size:11px;
    }
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  • #72, by AFRLmeWednesday, 22. November 2017, 12:30 A year ago
    I heard Simon added some physics to engine. Is it integrate in final version now? What is that commands ? And Is here any manual for it?
    Are we talking about Box2D guys?

    Yeah, box2D but Simon hasn't finished implementing it.

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  • #73, by TinTinWednesday, 22. November 2017, 12:54 A year ago

    @TinTin: While it's in the player, putting all the infos about the lua interface out there is probably not very helpful. I would need to build a complete integration.
    OK. Thanks . It's will be great integration feature in VS. I'm waiting for it in next versions

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  • #74, by SimonSFriday, 24. November 2017, 14:47 A year ago
    I have uploaded the update now, links are the same as the first post.

    Fixes:
    - Turn animations not reloaded on outfit change
    - Turn only if end angle is closer to the target
    - Some animations not played without a turn
    - Crash with srt subtitles
    - Standing animation is played if no talk animations are available
    - Character is not set to destination if skipping cutscene
    - bigger pic buffer size for the editor so bigger images can be loaded
    - treeview label edit not saving on focus lost
    - treeview expand not clickable
    - crash when clicking on plugin page
    - footstep sound not working

    New features:
    - Turn speed for 3D turn animations
    - shader address handling options:

    graphics.shaderAddressHandling(shaderId, "_t_texture", 0,0,0,0,0)
    first 0 is the type:
    0 - clamp to border color in the next 4 params: r,g,b,a 
    1 - clamp to edge
    2 - repeat

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  • #75, by AFRLmeFriday, 24. November 2017, 14:55 A year ago
    Nice one mate, cheers. wink

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  • #76, by sebastianFriday, 24. November 2017, 14:57 A year ago
    what is meant with "treeview"?
    The character Outfit animations list? 

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  • #77, by AFRLmeFriday, 24. November 2017, 15:08 A year ago
    He means the list in general for objects, characters, animations, values, conditions, etc. Before it only saved the new name when you pressed enter/return key. It reset when you clicked somewhere else in the editor. Now it should save the change when you click on something else too.

    Speaking of character animations... Simon could you please make it so that we can create character animations even when we currently have a character animation selected please? Currently it only allows you to create new animations when you click on the animation category. I think it makes more sense that if we create a new animation or duplicate an animation that it should create the new/duplicated animation below said animation rather than at the bottom of the list. It would make it much more user friendly & easier to manage large character animation lists. Would be much appreciated, cheers.

    What's the new max size for scene backgrounds now? You might want to make it even larger at some point if you still intend in the future for people to be able to make other game genres with VS as side-scrolling platformer games tend to have really high & wide scenes, especially metroidvania games.

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  • #78, by AkcayKaraazmakFriday, 24. November 2017, 15:09 A year ago
    Hello Simon, again thank you so much for the update! 

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  • #79, by atrusFriday, 24. November 2017, 15:29 A year ago
    u r the man, thanks!

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  • #80, by TinTinFriday, 24. November 2017, 15:47 A year ago
    Great works Simon. footstep sound is worked now.Please add it to new fixes.

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