Visionaire RC1 Released!

  • #50, z esmeraldaMonday, 26. June 2017, 14:41 hodinky 7 years ago
    @darren-beckett: I guess the update changed your full version to the free version with the 10 scene limit.
    SimonS warned about that in the first post. (at least that's what I understood...)

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  • #51, z darren-beckettMonday, 26. June 2017, 15:29 hodinky 7 years ago
    @darren-beckett: I guess the update changed your full version to the free version with the 10 scene limit.
    SimonS warned about that in the first post. (at least that's what I understood...)


    Oh, i didn't even see that.

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  • #52, z TinTinMonday, 26. June 2017, 16:49 hodinky 7 years ago
    For Android :

    Quit game doesn't work and go to black screen
    Don't show screen shots in save games .

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  • #53, z darren-beckettMonday, 26. June 2017, 17:11 hodinky 7 years ago
    For Android :

    Quit game doesn't work and go to black screen
    Don't show screen shots in save games .

    These were always known issues, have these been fixed in VS5?

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  • #54, z GlenfxMonday, 26. June 2017, 17:38 hodinky 7 years ago

    1. interesting idea. Currently I just use prefixes on scene objects so I know what's what. obj_ is an interactive object, img_ is just a non-interactive image, anim_ is same as img_ but a non-interactive animation, poi_ is point of interest (can be examined), pos_ position of a character, exit_ I guess you can guess what that is for. wink

    2. I believe you can drag the white squares. By the way, if you specify the speed in the properties tab, then go back to the character preview tab thing, you can click on the big red X button while footstep movement is enabled to automatically offset all movement to the speed value you specified.

    Personally I would really prefer if movement, because it's hard to understand was changed to absolute pixels instead. Say at 100% scale the character moves x pixels between frame 1 & 2, etc.
    1.-Yeah, I use prefixes too, but color coding would make working with them easier since you sort through them right away without having to read what they are, you could also color code objects that are made of multiple pieces to know what shows and what is hidden, or if you want to color code depending on interactivity, etc.

    2.-Moving the white boxes increments or decreases the movement speed for each frame, so it's hard to guess how far the character translates on each of them since you also don't get a visual clue of what is going on.

    Having the offset in pixels instead of speed would be great, especially if you could use the onion effect to help determine how many pixels you want to move the frames.

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  • #55, z CelderonMonday, 26. June 2017, 17:50 hodinky 7 years ago
    For Android :

    Quit game doesn't work and go to black screen
    Don't show screen shots in save games .

    These were always known issues, have these been fixed in VS5?
    No. For Android there is an option in the scene settings and also in the game settings which is called Savegame Screenshot where you can define an image as Savegame Screenshot smile

    I think you can define an individual  screenshot for each scene in the scene settings and an overall screenshot in the game settings. 

    Btw. I already asked that but haven't got an answer yet, since Vis 5 I have the problem that when saving a game, the savegame screenshot is taken from the Savemenu and not from the scene my main character is on. On Visionaire 4 the screenshot was taken from the scene as it should.
    Will this be fixed in the near future or should I find a workaround?

    Edit: createScreenshot () before entering the savemenu did the trick

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  • #56, z afrlmeMonday, 26. June 2017, 19:19 hodinky 7 years ago
    @ Glen: right in regards to the movement... what you need to do is enable the onion tool, then place the onion frame on the frame in front of your currently selected frame, then you can left click on the text input box that tells you the current movement value for the selected frame, then you can increase or decrease it with the arrow buttons, by typing or with the arrow keys on your keyboard. I recommend using the arrow keys as you can keep hold of them until both the active frame & onion frame are more or less aligned & then release the key & tap it to nudge it until it's in the correct place.

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  • #57, z GlenfxMonday, 26. June 2017, 20:00 hodinky 7 years ago
    @ Glen: right in regards to the movement... what you need to do is enable the onion tool, then place the onion frame on the frame in front of your currently selected frame, then you can left click on the text input box that tells you the current movement value for the selected frame, then you can increase or decrease it with the arrow buttons, by typing or with the arrow keys on your keyboard. I recommend using the arrow keys as you can keep hold of them until both the active frame & onion frame are more or less aligned & then release the key & tap it to nudge it until it's in the correct place.

    Ooooh!!, so that is how it works, I never expected to use the onion tool for the following frame instead of the previous one for this.

    It's still fairly not the best way of doing it, especially if you change the main movement speed then you have to redo the whole thing again, doing a pixel approach could maintain the offset since changing the speed shouldn't affect the displacement.

    But so far it kind of works, thanks for the info AFRLme grin, I'm going to toy with it now that I see how it works razz.

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  • #58, z mutajonMonday, 26. June 2017, 20:01 hodinky 7 years ago
    In V4.25 it was possible to use non-latin alphabet (for intace when typing in an object name). This alphabet would than appear in-game also, of course.
    In V5 it seems the program can not display non-latin alphabet in the program's interface (again, for instance the object name). So if I type a sentence in non-latin alphabet, it would seem like the object name is still empty (although there's an entire sentence typed in), and when running the game and hovering over the object the text is correctly displayed.
    So this is purely something to do with the programe interface not allowing to display non-latin alphabet.

    Can this be somehow fixed?

    Thanks!

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  • #59, z GlenfxMonday, 26. June 2017, 21:16 hodinky 7 years ago
    I found a bug?
    .-If you click on the X button to reset a character's movement, it resets it globally to ALL the walk animation entries instead of the one you are currently working on.
    So if you don't like how one of the walk movement offset looks and want to start over, you can't do that, you either have to create a new walk entry to replace it or set a base number on each frame by hand since you will lose the offsets of ALL the walk directions you already worked on if you press on the "reset character movement" button in any of the walk animation entries.


    .-Another thing in the character window, if I zoom in to try and match the feet animation or whatever, and then zoom out, I kind of lose the character from view and in a couple of times I couldn't find it anywhere so I was forced to close and reopen visionaire since there isn't a "centering" or "reset view" feature or button.

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  • #60, z afrlmeMonday, 26. June 2017, 22:47 hodinky 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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