Animmaniac's Forum Posts

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  • Thank you all for the feedback. :)

    I just discovered that this shader in conjunction with particles works great for realistic fire effects, I'll post an example later.

    Great.

    When are done?

    thankshe shader functionality is all setup and working, what I have to do now is review the parameters names and give them meaningful descriptions, then make a proper example.

    What I can promise is that it will be done when it's done, luckily it will not take much longer.

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  • I made a shader to simulate metaballs using an alpha threshold. I still need to polish some things then I'll release it to the community.

    Here's an example of what can be done with it:

    Metaballs Shader Example

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  • I just noticed the 'Set canvas size' gives me unexpected results when using fullscreen letterbox modes.

    Maybe you are using letterbox fullscreen on your project?

    Apart from that, set canvas size and unbounded scrolling should do what I think you want.

  • I wish there was a layer mask property so one could easily specify a layer to mask another one without the need to worry about their order.

    Something along this lines, where one could specify the layer to use as a mask, the mask mode (if uses the layer's alpha or the RGB as transparency), and if the mask is inverted or no:

    <img src="https://dl.dropbox.com/u/7871870/Scirra%20graphics/C2%20interface/layer-mask-01.png" border="0" />

    Dealing with layer order for masking is somewhat confusing. With a layer mask property you could link an arbitrary number of layers to be masked by a single one, making management easier by eliminating the need to worry about the order or having to duplicate things.

  • I adapted my example to use only the snapshot feature without the Canvas plugin, works the same:

    Swipe Layouts 2 (no Canvas)

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  • I made an example some time ago but using the Canvas plugin instead of the snapshot feature:

    Swipe Layouts Example

    I guess it's also possible to do it taking a snapshot and dynamically loading it into a sprite, but I haven't tried yet.

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  • That's what I intend, although I will first need to discover how to force point sampling or how to workaround the lack of it.