Animmaniac's Forum Posts

  • Hei Santo!

    It's me Paulo "Pixel".

    I played the new beta today, and I must say that Talbot's Odyssey is a great and fun game.

    As it is, I have no major critics. I think it's polished enough as a beta game.

    The only minor thing that I have to say, that had already been pointed out, is that the characters in pixelart doesn't seem to work very well with the painted background. The problem I think is not about using pixelart itself, but some contour jaggies that stand out too much against the smooth background. Those should be smoothed out using anti-aliasing and/or semi transparent pixels on the borders. Although I think the characters could still benefit from being redrawn in vector or even painted in the same way as the background, as both mediums naturally tend to give smoother results.

    Anyway, keep up the nice work guys!

    I hope to see more levels and features in the future...

  • helps partially. I can now compare the alpha but I cannot set a pixel's alpha.

    Actually I made some tests and it seems that with a canvas object I cannot set the pixel's alpha value anymore. If I set it's alpha to 0 it always stays opaque instead of turn transparent.

    But if I apply the effect to a layer it turn the pixel transparent as expected.

    here the example (construct version 0.99.84):

    http://www.prr-art.com/things/shader_test-01.cap

    http://www.prr-art.com/things/sand.fx

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  • let me explain first:

    the shader I'm working was designed to be applied to a layer, not individual objects. In the shader's code i have an IF that checks the alpha of the layer's pixel.

    If I use a canvas, it seems to grab the entire layout as an image, that means that I can't check for alpha anymore.

  • Thanks, that worked.

    *edit:( but unfortunately it doesn't grab the transparency of the layer, something I need.)

    Also it's a little annoying have to setup a canvas object every time you want the effect to work, since the shader only gives you any useful result when it's iterative.

    isn't possible to obtain this result just through shader code?

  • Is it possible to apply a pixel shader to the foreground texture, and then update that result into the foreground texture of the next rendered frame?

    Something like the diagram below:

    <img src="http://www.prr-art.com/things/diagram.jpg">

    I want to obtain an iterative shader, but I don't know if that is really possible.

  • Thanks for the information ROJOhound, that clarify everything.

    Well, I must suggest changing the name of the expression to "Vertex Displacement X" then, since "Vertex X" logicaly suggest that the returned data would be maybe the relative vertex X position from the hotspot of the object, or relative vertex X position from the top left corner (since mesh points start 0 0 from there), or even the absolute position of the Vertex.

    From an usability point, it would make much more sense to have an expression that returned the positions rather than displacements, since positions are much more generic data than displacements.

    Displacements are derived data of two positions. But anyway....

  • When I try to use the expression "get Vertex X" (or Y or Z) it always return zero.

    It seems to work fine with UV coordinates but not with the XYZ positions.

    This is yet another bug or what?

    I'm trying to make a better MeshEditor, but seems impossible to draw the vertices of loaded distorted meshes without knowing where they are.