Visionaire RC0 Update

  • #90, z MachtnixThursday, 04. May 2017, 20:07 hodinky 8 years ago
    To begin with - it's not the most efficient format, just most popular.
    But thats why consumer tools can handle only MS-wav and mp3 in most cases. My Tascam recorder gives me the choice between wav and mp3 (which is horrible quality), so I need a tool to convert wav into ogg. But doesn't matter - ogg is ok. Sometimes there are problems on (older) tablets or smartphones, which can't play ogg-files.

    Kapitán

    1097 Posts


  • #91, z sebastianThursday, 04. May 2017, 21:57 hodinky 8 years ago
    I came across another weird issue which may are only noticable on low resolution projects.
    When zooming into scenes/interfaces/etc in the editor it sometimes gets very blurry instead of the "nearest neighbor" magnification. It sometimes (not always) gets resolved when restarting the program.

    Kapitán

    2346 Posts

  • #92, z wischnikFriday, 05. May 2017, 09:18 hodinky 8 years ago
    Why would you want to use wav files? They have massive filesizes which isn't great for optimization. Same with png image files.

    I highly recommend converting as you go. Takes seconds to convert images to webp with XnConvert & hardly any time at all to covert sound files to OGG with Audacity. Both programs are 100% free & easy to use.

    i've just started to get into game making. thanks for pointing that out. didn't know about the webp-format at all.

    Bažant

    25 Posts

  • #93, z jmbmSaturday, 06. May 2017, 02:11 hodinky 8 years ago
    I only found some little bugs and issues which are mostly related to the UI:

    #1 I find it hard to resize the (editor-)window sometimes. There is not much space where you can grab the border to resize it. I compared it to normal "Windows-window" where it seems to have tolerance. 

    #2 Then there are two things in the options-menu which could be better 




    1: The text is hard to read. It seems to have a outline which makes it look "washed out" or something. Everywhere else the font looks just fine and clear (same for error-messages/popups). 

    2. The Tabs are overlapping with the title bar a bit. Not a problem, but it could look better wink

    #3 At the Game properties-screen: When you open a dropdown-menu and switch to another tab, "Game info" for example, the dropdown menu still appears on screen. 

    Bažant

    27 Posts

  • #94, z doroboMonday, 08. May 2017, 19:29 hodinky 8 years ago

    Bažant

    46 Posts

  • #95, z sebastianWednesday, 10. May 2017, 09:58 hodinky 8 years ago
    Any plans when the next fix-version comes around?

    Kapitán

    2346 Posts

  • #96, z SimonSWednesday, 10. May 2017, 17:04 hodinky 8 years ago
    There are no urgent bugs, so I will be back to developing features.

    Kapitán

    1582 Posts

  • #97, z sebastianWednesday, 10. May 2017, 17:10 hodinky 8 years ago
    There are no urgent bugs, so I will be back to developing features.
    did you notice the bug i mentioned where a 60% transparent png image (the object is 100% visible. The image itself has alpha transparence) gets wrong rendered abve a similar looking sprite (no alpha) below? 
    While this is not game breaking, its really annoying since vs5rc0 razz

    Kapitán

    2346 Posts

  • #98, z doroboThursday, 11. May 2017, 16:40 hodinky 8 years ago
    I hope walking is considered a feature smile

    Bažant

    46 Posts

  • #99, z stroncisThursday, 11. May 2017, 17:12 hodinky 8 years ago
    did you notice the bug i mentioned where a 60% transparent png image (the object is 100% visible. The image itself has alpha transparence) gets wrong rendered abve a similar looking sprite (no alpha) below? 
    While this is not game breaking, its really annoying since vs5rc0 razz
    I used transparent images, with alpha masks or full size semitransparent alphas, no problems. Example with 60 percent alpha.

    Bažant

    42 Posts

  • #100, z sebastianThursday, 11. May 2017, 17:16 hodinky 8 years ago
    did you notice the bug i mentioned where a 60% transparent png image (the object is 100% visible. The image itself has alpha transparence) gets wrong rendered abve a similar looking sprite (no alpha) below? 
    While this is not game breaking, its really annoying since vs5rc0 razz
    I used transparent images, with alpha masks or full size semitransparent alphas, no problems. Example with 60 percent alpha.
    thats weird. I'll try to readd the image or recreate the object... maybe there went something wrong while upgrading from 4.x to 5


    EDIT: Nope... for me it gets even weirder. when i make a 100% pixel border around the images behaves NEARLY as it should. But the alpha transparent space is a little bit brighter than normal. 

    How to Replicate: When using a one color alpha transparent image on a background with the same color but no alpha the problem is most significant.

    Kapitán

    2346 Posts