Visionaire RC2 Bugfix Update Changelog

  • #40, by loro-gamesFriday, 22. September 2017, 14:47 4 years ago
    Just as a sidenote. I love this script for footsteps which is more flexible and gives the opportunity to make it sound more realisic by using more sounds.


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  • #41, by esmeraldaFriday, 22. September 2017, 14:51 4 years ago
    I stumbled upon a bug in the animation studio (eye icon).
    The buttons on the right that should move the frames of the selected animation don't work at all. The buttons on the left that move the frames of the current animations move the frames of both animations simultaniously.

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  • #42, by Johannes Reß-2Friday, 22. September 2017, 15:00 4 years ago
    Okay, starting with the internal GPU seems to work. Thanks!

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  • #43, by TinTinSaturday, 23. September 2017, 14:44 4 years ago
    Please add this feature : In earthquake action add shake direction in x or y or both . I need to shake screen only in y direction move .

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  • #44, by caligarimarteSaturday, 23. September 2017, 17:07 4 years ago
    Please add this feature : In earthquake action add shake direction in x or y or both . I need to shake screen only in y direction move .

    I know, you didn't ask for a Shader, but I quickly wrote a Shader that will do the Job for you.

    Here is a Script, have it as Definition-Script:
    eff = "QuakeY"
    shader_effects[eff] = { shader = Shaders[eff].Compiled }
    shaderAddEffect("QuakeY")

    bind(eff, "QuakeY_Strength", field("Values.QuakeY_Strength.Int"))
    bind(eff, "QuakeY_Speed", field("Values.QuakeY_Speed.Int"))
    bind(eff, "time", field("getTime()*0.001")) 
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    Then create a Shader with the Name "QuakeY":
    #ifdef GL_ES
    precision lowp float;
    precision lowp int;
    #endif
    uniform sampler2D texel;
    varying vec2 uvVarying;
    uniform float QuakeY_Speed; 
    uniform float QuakeY_Strength;
    uniform float time;
    void main ()
    {
     gl_FragColor = texture2D(texel, vec2(uvVarying.x, uvVarying.y+sin(QuakeY_Speed * time)*QuakeY_Strength*0.0001 ));

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    Then create two Values named "QuakeY_Strength" and "QuakeY_Speed", anywhere you want (Protagonist maybe), and set them to some Value between 0 and 100. For Speed I suggest 100 as a Default, and then you can set the Strength as a Value to 100 in whatever Action you need it and right after that Actionpart add this little Tweening-Script to let the Camera quake and shake with an Amount of 100 getting smaller within 2000 Milliseconds:
    Values.QuakeY_Strength:to(2000, {Int = 0}, easeQuadOut)
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    I know the Setup looks complicated, but once that is done, you'll have good and easy Control over your vertical Quake-Effects. It could be extended so you can control both X and Y, but maybe you can do that on your own, as a little Exercise, if you need it.

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  • #45, by TinTinSaturday, 23. September 2017, 17:47 4 years ago
    Please add this feature : In earthquake action add shake direction in x or y or both . I need to shake screen only in y direction move .

    I know, you didn't ask for a Shader, but I quickly wrote a Shader that will do the Job for you.

    Here is a Script, have it as Definition-Script:
    eff = "QuakeY"
    shader_effects[eff] = { shader = Shaders[eff].Compiled }
    shaderAddEffect("QuakeY")

    bind(eff, "QuakeY_Strength", field("Values.QuakeY_Strength.Int"))
    bind(eff, "QuakeY_Speed", field("Values.QuakeY_Speed.Int"))
    bind(eff, "time", field("getTime()*0.001")) 
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    Then create a Shader with the Name "QuakeY":
    ...
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         Woow .Thanks so much caligarimarte . I'll try it now.

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  • #46, by TinTinSaturday, 23. September 2017, 17:50 4 years ago
    Another issue : I can't move points in "Set character movement for walk animation". Anyone have this problem ?

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  • #47, by sebastianSaturday, 23. September 2017, 18:47 4 years ago
    Another issue : I can't move points in "Set character movement for walk animation". Anyone have this problem ?

    for me it works just as usual (macOS). The point for the currecnt selected frame is white and a second movable point which sticks to the cursors x-coordinate is also white. The other points are grey. Clicking with the mouse should move the currents frame "white" point to the cursor position.


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  • #48, by TinTinSaturday, 23. September 2017, 19:07 4 years ago
    Another issue : I can't move points in "Set character movement for walk animation". Anyone have this problem ?

    for me it works just as usual (macOS). The point for the currecnt selected frame is white and a second movable point which sticks to the cursors x-coordinate is also white. The other points are grey. Clicking with the mouse should move the currents frame "white" point to the cursor position.


         It worked in VS4 and I could move white points but it don't move now (Win 10)

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  • #49, by sebastianSaturday, 23. September 2017, 20:36 4 years ago
    so nothing happens when you click on a new location?
    The only thing which really "moves" is only the point under the cursor. 

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  • #50, by afrlmeSaturday, 23. September 2017, 22:21 4 years ago
    I recommend using the number input boxes to move them. Click a frame. Set the onion frame. Select the number input box & just use the arrow keys on keyboard to adjust/nudge the values - works much more precise than via the mouse.

    Quick note: Alex recently adjusted how the movement works. Now works with absolute pixels instead of whatever the movement value nonsense was before, which means you can now duplicate the animation & adjust the delay between animation frames to speed up or slow down the walk or even use Lua in-game to adjust walk speed of the animation - which is probably a better idea as you don't need to have the walk animation reset that way. smile

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