Visionaire RC2 Released

  • #70, by afrlmeSaturday, 12. August 2017, 13:06 4 years ago
    what's happening in the forum? second paragraph of my last post is obviously by AFRLme and not written by me wink

    I can also edit any other post and not only my own posts.
    Calli implemented moderator permission classes for some of us. We've been attacked by spammers a lot lately, so those of us with moderator permissions (I assume they have been given to you) can now delete members (which will also delete all of their posts - we can't delete admin/moderators), or we can edit anyone else's post(s) or delete the posts.

    As to why my post ended up in your post... I'm not sure. I replied in the quick reply box (below) - pretty sure I did. Unless I accidentally clicked the edit button instead of quote button (possible). Sorry.

    @Calli: maybe you could move the edit button to the bottom right for posts that don't belong to us? Maybe change the color of the edit button too so we can distinguish that it's not our post. Actually... would prefer a little dropdown menu of sorts which contains edit post & delete post buttons (in the bottom right).

    Imperator

    6983 Posts


  • #71, by afrlmeSaturday, 12. August 2017, 13:12 4 years ago
    yes I fixed it. Only the absolute pixels are used for movement.
    Cheers mate, much appreciated. Should make creating multiple walk speed variations (walk, jog, run, etc) much easier now. smile

    * there: fixed.

    Imperator

    6983 Posts

  • #72, by MachtnixWednesday, 23. August 2017, 21:21 4 years ago
    Hallo,

    ich bekomme in der RC2 nicht hin, etwas fettere Schrift in den Editor einzubauen. In der RC1 brauchte ich dazu nur zwei Schriftnamen in den zwei CSS-Dateien auszutauschen (die Schrift musste dafür natürlich im Ordner vorhanden sein).

    In der RC2 gibt es zusätzlich einen Skin 0, aber egal, ob und wo ich die Schrift in die CSS einfüge: es werden keine Schriften mehr geladen, das heißt der Editor ist quasi leer.

    Kopiere ich jedoch stumpf die CSS-Dateien aus den RC1-Ordnern in die Skin-Ordner 1 und 2, und überschreibe die RC2-Dateien, so lässt sich nur noch das helle Design einstellen, dann allerdings mit fetter Schrift. Das dunkle fehlt.

    An welcher Stelle in der CSS muss ich also die Schriftnamen eintragen?

    Thread Captain

    1090 Posts

  • #73, by SimonSWednesday, 23. August 2017, 21:30 4 years ago
    Der Ordner 0 ist für den Player. 1 ist der helle Skin und 2 der dunkle.

    In der skin.css reicht es schon:

    * {
     font-family:...;
     font-size:...px;
    }

    Ganz am Anfang zu ändern.

    Thread Captain

    1438 Posts

  • #74, by MachtnixWednesday, 23. August 2017, 21:40 4 years ago
    OK. mit Verdana bold hat es jetzt geklappt. Ist ja doch genauso wie vorher.
    In RC1 hatte ich noch eine eigene (Humanist 531) gewählt, weil die nicht so breit läuft wie die Verdana, aber offenbar mag die RC2 diese True-Type-Schrift nicht mehr. Ist auch älter. Bei "Mauseinstellungen" ragen die ganz rechten Optionen jetzt über den Bildschirmrand...

    Danke.

    EDIT: RC2 mag die Großschreibung des Schriftnamens nicht. Früher waren die Fonts nämlich durch die Bank großgeschrieben, alles jedoch in Kleinbuchstaben geht wieder! Dabei darf die Schrift selbst ruhig großgeschrieben bleiben...

    Übrigens wird das Desktop-Icon imme noch automatisch mit RC1 angelegt.

    Thread Captain

    1090 Posts

  • #75, by MachtnixWednesday, 23. August 2017, 21:53 4 years ago
    Huh, der Kommandozeileneditor sieht ja jetzt richtig professionell aus! wink wink

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  • #76, by LebosteinSunday, 27. August 2017, 13:57 4 years ago
    Hi everyone,
    next update is here.
    ....
    what's up next:
    - adding more runtimes (spriter, dragonbones, creature)
    I am very interested in the spriter/dragonbones runtime. Will it be possible to include spriter file ressources to the adventure without the steps single frame generation and single frame import to Visionaire? How this should work in the editor for example? Every animation editor in Visionaire will be extended to load spriter animations instead of a list of single frames?

    Key Killer

    618 Posts

  • #77, by SimonSMonday, 28. August 2017, 22:05 4 years ago
    That's how it works. It no longer needs exported frames but uses the json file of that system.

    Thread Captain

    1438 Posts

  • #78, by joerg-burbachThursday, 31. August 2017, 19:33 4 years ago
    Hi everyone,
    next update is here.
    ....
    what's up next:
    - adding more runtimes (spriter, dragonbones, creature)
    I am very interested in the spriter/dragonbones runtime. Will it be possible to include spriter file ressources to the adventure without the steps single frame generation and single frame import to Visionaire? How this should work in the editor for example? Every animation editor in Visionaire will be extended to load spriter animations instead of a list of single frames?
    I am interested in Spriter as well, as I already own a copy of Spriter Pro. Do you add support in Visionaire 5 already? That would be awesomest! :-) And a money saver, as I don't need to buy Spine...

    Newbie

    30 Posts

  • #79, by afrlmeThursday, 31. August 2017, 20:51 4 years ago
    Hi everyone,
    next update is here.
    ....
    what's up next:
    - adding more runtimes (spriter, dragonbones, creature)
    I am very interested in the spriter/dragonbones runtime. Will it be possible to include spriter file ressources to the adventure without the steps single frame generation and single frame import to Visionaire? How this should work in the editor for example? Every animation editor in Visionaire will be extended to load spriter animations instead of a list of single frames?
    I am interested in Spriter as well, as I already own a copy of Spriter Pro. Do you add support in Visionaire 5 already? That would be awesomest! :-) And a money saver, as I don't need to buy Spine...
    It's a future plan to implement support for that & various other sprite part animations model types. In the meantime, you don't need to use Spine. Dragonbones, which is free can export Spine models. See Lebostein's recent forum post.

    https://www.visionaire-studio.net/forum/thread/using-spine-a...

    Imperator

    6983 Posts

  • #80, by joerg-burbachFriday, 01. September 2017, 08:38 4 years ago
    Hi everyone,
    next update is here.
    ....
    what's up next:
    - adding more runtimes (spriter, dragonbones, creature)
    I am very interested in the spriter/dragonbones runtime. Will it be possible to include spriter file ressources to the adventure without the steps single frame generation and single frame import to Visionaire? How this should work in the editor for example? Every animation editor in Visionaire will be extended to load spriter animations instead of a list of single frames?
    I am interested in Spriter as well, as I already own a copy of Spriter Pro. Do you add support in Visionaire 5 already? That would be awesomest! :-) And a money saver, as I don't need to buy Spine...
    It's a future plan to implement support for that & various other sprite part animations model types. In the meantime, you don't need to use Spine. Dragonbones, which is free can export Spine models. See Lebostein's recent forum post.

    https://www.visionaire-studio.net/forum/thread/using-spine-a...

    Thanks for the info. I already tried Dragonbones for a few minutes - couldn't get Visionaire to read the stuff correctly, but will try again. Maybe, I'm parandoid, but I don't want to rely on an external (whether Chinese or American or EU) server to export stuff. Spine or Spriter won't need a server, afaik.

    Newbie

    30 Posts

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