• Hi Guest!

    We are extremely excited to announce the release of our first Beta1.1 and the first release of our Public AddonKit!
    To participate in the Beta, a subscription to the Entertainer or Creator Tier is required. For access to the Public AddonKit you must be a Creator tier member. Once subscribed, download instructions can be found here.

    Click here for information and guides regarding the VaM2 beta. Join our Discord server for more announcements and community discussion about VaM2.
  • Hi Guest!

    VaM2 Resource Categories have now been added to the Hub! For information on posting VaM2 resources and details about VaM2 related changes to our Community Forums, please see our official announcement here.
VAMStory

Plugins + Scripts VAMStory

Download [26.85 MB]
Fair enough.
Thanks very much for your input. I’ve got it working on an old scene of mine. I think I just copied a sub scene or something across and edited it there. I’m currently struggling to get it working again but I know it’s possible.
I wouldn’t know how to set up the post process myself so I’m getting a little lost as I can seem to successfully copy it across again regardless. Congrats on the plug in.

You just need to have either Post Magic or Moyashi enabled on an empty atom on the scene ^^
It's quite easy! If you can't figure it out, ask : )
 
Is it possible to add Render Layer global option to main VAMstory and Actions plugins? Would be grateful))

I want to make UI behave like it belongs to screen space - not affected by postprocessing or light. And render over any objects in worlds space, and be clickable. Before version 30 it behaved like that (if post processing plugin was added to the scene). That bug (as for me, it was a feature :D) was fixed in v31.
Or it can be implemented different way and i missed something?
 
It's AMAZING!!!!
This update is definitely a milestone update - the ability to customize the position and size of the UI is really crucial.
Do you have any plans to make it compatible with older VAM version?
 
Do you have any plans to make it compatible with older VAM version?

There is no reason for me to handle older version of VAM as there is no downside updating it.

When VAMS came out two years ago, VAM was pretty much in it's final form and nothing changed pretty much. The only aspect that improved the UX overall is the alert system (which is an excellent way of giving feedback to the user). Making it compatible with versions prior to that would mean I'd need to code custom alerts and feedback for the users.

This would only be an interesting move if everyone was doing that (ie, all other plugins from different creators)... which obviously, is not gonna happen. This means that I would need to inject hours for a simple feature that does not change much in the grand scheme of things, when most other plugins will still require you to have at least the 1.20.77.13

This also means that it means that I'll need to code something for versions of VAM that were release prior to the original VAMStory release. Which means two things :
  • If you're playing a scene older than VAMS release : it's impossible to have VAMStory in it :p
  • If you're you're playing a scene older than 1.20.77.13, you can keep the old plugins versions

I know, I know... you're gonna say that you could update an old scene and put VAMS in it. But at this point, I think I'm expecting any creator upgrading a scene, to target players that have an up to date VAM. I've been maintaining some of my plugins for almost 5 years now, and I'm moving forward for people still supporting VAM and people still playing VAM on a daily/weekly/monthly basis.

If you prefer, that's like if you were asking to have Photoshop 2025 with all it's feature... but running in Windows 3.1.

And to be completely transparent, I prefer investing time and ideas in cool updates for the current VAM version, than making it compatible for 3 persons still on VAM 1.10.
If you prefer, that's gonna be a bit blunt... and I know every single bucks count for some people, but if you can't put 8$ to update VAM once every two years, I'm really sorry for these persons but I have to be pragmatic :)

All my plugins handle legacy content and have pretty much zero breaking changes as much as I can, and the hub allows you (if you want) to keep the historical versions to handle older scenes. You have everything at your fingertips to still enjoy old content ; )
 
There is no reason for me to handle older version of VAM as there is no downside updating it.

When VAMS came out two years ago, VAM was pretty much in it's final form and nothing changed pretty much. The only aspect that improved the UX overall is the alert system (which is an excellent way of giving feedback to the user). Making it compatible with versions prior to that would mean I'd need to code custom alerts and feedback for the users.

This would only be an interesting move if everyone was doing that (ie, all other plugins from different creators)... which obviously, is not gonna happen. This means that I would need to inject hours for a simple feature that does not change much in the grand scheme of things, when most other plugins will still require you to have at least the 1.20.77.13

This also means that it means that I'll need to code something for versions of VAM that were release prior to the original VAMStory release. Which means two things :
  • If you're playing a scene older than VAMS release : it's impossible to have VAMStory in it :p
  • If you're you're playing a scene older than 1.20.77.13, you can keep the old plugins versions

I know, I know... you're gonna say that you could update an old scene and put VAMS in it. But at this point, I think I'm expecting any creator upgrading a scene, to target players that have an up to date VAM. I've been maintaining some of my plugins for almost 5 years now, and I'm moving forward for people still supporting VAM and people still playing VAM on a daily/weekly/monthly basis.

If you prefer, that's like if you were asking to have Photoshop 2025 with all it's feature... but running in Windows 3.1.

And to be completely transparent, I prefer investing time and ideas in cool updates for the current VAM version, than making it compatible for 3 persons still on VAM 1.10.
If you prefer, that's gonna be a bit blunt... and I know every single bucks count for some people, but if you can't put 8$ to update VAM once every two years, I'm really sorry for these persons but I have to be pragmatic :)

All my plugins handle legacy content and have pretty much zero breaking changes as much as I can, and the hub allows you (if you want) to keep the historical versions to handle older scenes. You have everything at your fingertips to still enjoy old content ; )
I got it! Thank you so much for your contributions to the community!
 
Hi hazmhox,

I've been using your Action plugin for all my UI needs, and it has been working flawlessly. I’ve also used the baseline VAMStory (not just the Action version) in previous scenes. I’m aware of the “Follow Camera” option in the settings, but I wanted to ask your opinion on the best way to keep the UI fixed on the screen—such as anchored at the bottom center—regardless of camera movement, similar to an overlay UI frame.

Right now, I’m using the Headlight plugin to “pin” the UI to the screen, but it’s cumbersome and doesn’t work reliably. I’d really appreciate your thoughts on the most effective approach. Or if this would a feature in the future :D

I apologize if this was already mentioned in this post, I will read through them soon.

Thanks for the great plugin!!

Vamsoy
 
Hoy VAMSOY : )

VAMStory is a world UI, narration/diegetic, whatever name you wanna use for it to say "it's for in world interactions".

Due to the dual nature of VAM ( VR and Desktop ), having a UI of that sort work "locked" to the camera is pretty much impossible in VR for all sorts of reasons... so I wouldn't do a feature that is working on desktop and not in VR (and vice versa).

Also, for the overall UI/UX paradigm, I think having UI locked to the screen/camera goes against the whole immersive concept of the VAM experience, so that's not something I would really dive in/consider.

For a proper approach for this, I don't know hacks that would work (properly) without coding something.
But coding an actual HUD rendering for the camera also raises all sorts of interrogations on the VR controllers/player interactions... anyway, sadly I can't give you any pointers for an actual stable trick/hack for this, as I'm not aiming to script UI this way.
 
Hoy VAMSOY : )

VAMStory is a world UI, narration/diegetic, whatever name you wanna use for it to say "it's for in world interactions".

Due to the dual nature of VAM ( VR and Desktop ), having a UI of that sort work "locked" to the camera is pretty much impossible in VR for all sorts of reasons... so I wouldn't do a feature that is working on desktop and not in VR (and vice versa).

Also, for the overall UI/UX paradigm, I think having UI locked to the screen/camera goes against the whole immersive concept of the VAM experience, so that's not something I would really dive in/consider.

For a proper approach for this, I don't know hacks that would work (properly) without coding something.
But coding an actual HUD rendering for the camera also raises all sorts of interrogations on the VR controllers/player interactions... anyway, sadly I can't give you any pointers for an actual stable trick/hack for this, as I'm not aiming to script UI this way.
Thank you for the detailed explanation! I hadn’t considered it from that angle. I was hoping to build a visual-novel (gal-game) style presentation within my scene, but it seems that’s not really what VAM is designed for. I’ll rethink how to present my story and UI in a way that plays to its strengths instead of forcing it into something it isn’t meant to do.

Cheers!

Vamsoy
 
Yeah I might need to fix the shaders on overlays soon : )
I encountered the same issue - Overlay v6, and Story v38. It's weird because I remember it was working properly in one of my earlier scenes. Now the overlay fade out blocks the whole interface.
 
Thank you for the detailed explanation! I hadn’t considered it from that angle. I was hoping to build a visual-novel (gal-game) style presentation within my scene, but it seems that’s not really what VAM is designed for. I’ll rethink how to present my story and UI in a way that plays to its strengths instead of forcing it into something it isn’t meant to do.

If you're building a visual novel, then you know exactly where the dialog are triggered, and you know exactly where the player would be. So I really don't understand why you would need to lock the dialog UI to the screen.

With Spacedog we're doing visual novel style/story driven scene, none of them ever felt like requiring any locked UI. A player knows when to interact and stays "hooked" to the dialog up until it's done. I don't see no hurdle of making a visual novel thing without having the UI on the screen/camera.
I think you might be overestimating the importance of that aspect which is just a sort of "side effect" of a 2D (on screen, not VR) game.
 
Back
Top Bottom