Visionaire RC1 Released!

  • #60, by afrlmeMonday, 26. June 2017, 22:47 7 years ago
    yeah it's a pain in the arse, which is why I want absolute pixel movement instead of whatever the current movement system is as I can't make head or tails of it. You also have to redo the movements again if you change the global delay/pause between frames or manually change the delay of individual frames too - bloody annoying.

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  • #61, by AndresTuesday, 27. June 2017, 01:29 7 years ago
    [HTML 5 in chrome in Android] It´s not playing sounds. Works in other android browsers.

    Edit: It´s only failing on itch.io

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  • #62, by AlexThursday, 29. June 2017, 20:39 7 years ago
    yeah it's a pain in the arse, which is why I want absolute pixel movement instead of whatever the current movement system is as I can't make head or tails of it. You also have to redo the movements again if you change the global delay/pause between frames or manually change the delay of individual frames too - bloody annoying.

    you're right. The current movement by frames is not correct. It also factors in time passed since last frame which does not make much sense here. As you said it should only use absolute movement.

    I'm currently not completely sure if I can just change and fix it or if this could mess up other games. Although as you mentioned it's not really useful and I can hardly imagine someone using it with good results.

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  • #63, by sebastianThursday, 29. June 2017, 21:29 7 years ago
    yeah it's a pain in the arse, which is why I want absolute pixel movement instead of whatever the current movement system is as I can't make head or tails of it. You also have to redo the movements again if you change the global delay/pause between frames or manually change the delay of individual frames too - bloody annoying.

    you're right. The current movement by frames is not correct. It also factors in time passed since last frame which does not make much sense here. As you said it should only use absolute movement.

    I'm currently not completely sure if I can just change and fix it or if this could mess up other games. Although as you mentioned it's not really useful and I can hardly imagine someone using it with good results.
    As a good idea as it is i wouldn't change/delete this (running) system or only in some kind that you have a choosable way for the editor user to select the "old" or new variant of calculating the movement by frame. Like activating smooth scrolling in the game settings. razz 

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  • #64, by afrlmeThursday, 29. June 2017, 22:15 7 years ago
    yeah it's a pain in the arse, which is why I want absolute pixel movement instead of whatever the current movement system is as I can't make head or tails of it. You also have to redo the movements again if you change the global delay/pause between frames or manually change the delay of individual frames too - bloody annoying.

    you're right. The current movement by frames is not correct. It also factors in time passed since last frame which does not make much sense here. As you said it should only use absolute movement.

    I'm currently not completely sure if I can just change and fix it or if this could mess up other games. Although as you mentioned it's not really useful and I can hardly imagine someone using it with good results.
    @ Alex: I think I'm probably the only person that has bothered using it as it currently is.

    For me the simpler thing would be to set an absolute movement amount in pixels, which will be the movement value when the character scale = 100%, which in turn should make it simpler to calculate movement values by calculating it based on the characters scale value. Also it means we can create a speeded up walk if we like that still moves the same amount of pixels, but faster across the screen due to reduced global pause/delay between each of the animation frames.

    Anyway, hope you implement it as it would be really appreciated. Cheers. smile

    @ Sebastian: I don't think many people use it. Most probably don't even know you can disable sliding walk animation & change to update position on new frame. Even if it was fully replaced, it wouldn't be a massive amount of work for the few users that do use it to update their characters walk animations. Might take them a day, might take them much less time, but nothing ground breaking, but yeah I suppose there could be some option in the editor to enable or disable absolute or current movement value system.

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  • #65, by esmeraldaThursday, 29. June 2017, 22:46 7 years ago
    AFRLme, you are not the only one :-)  But I wouldn't mind the update. I'm at the beginning of a new project so there wouldn't be a lot of walkcycles to adjust. (To be precise: one ;-) ) At the moment the animation is a bit wobbly - maybe this is the reason. (well, one can hope...)

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  • #66, by LebosteinSunday, 02. July 2017, 12:53 7 years ago
    If I set the theme from dark to light and I restart Vis 5 then the theme is dark again. Same problem for the panel sizes. If I resize the right aligned conditions/values panel to a smaller size then it resizes to default.

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  • #67, by MachtnixSunday, 02. July 2017, 14:06 7 years ago
    Theme: I have the same error. 

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  • #68, by sebastianSunday, 02. July 2017, 14:19 7 years ago
    To give Simon a hint where to search for the error:

    you guys could check the viseditor.ini file and look for the line SkinId= .

    Is it like you set it (1=light,2=dark)? If not the editor has probably problems saving it to the editor config. If it is saved correctly the editor seems to have problems loading it...

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  • #69, by JoelTuesday, 04. July 2017, 09:54 7 years ago
    Hi. Thanks for the updated version! Can we expect any new Action Parts for the WYSIWYG Action Editors? Right now i feel that a lot of new features are just accessible through Lua Scripting so it would be nice to see some new implementations for the Action Editors. (Scene Fading i.e.). 

    Oh and could you make it so Visionaire can open as a verified Developer on Mac OS X? Right now i always have to go into my security settings to open it. And it would be nice if it would open in low resolution from the get go instead of having to switch it at first (or make it Retina compatible wink)

    Thanks! smile

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  • #70, by PaupasiaWednesday, 05. July 2017, 13:37 7 years ago
    To give Simon a hint where to search for the error:



    you guys could check the viseditor.ini file and look for the line SkinId= .



    Is it like you set it (1=light,2=dark)? If not the editor has probably problems saving it to the editor config. If it is saved correctly the editor seems to have problems loading it...

    In the viseditor.ini
    SkinId=1

    but when I open Vis I get the dark skin.

    @Joel
    I also do not often use Lua and the thing I miss most in action parts is the "elseif" grin 

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