linkman2004's Forum Posts

  • Holy crap, that's awesome. I didn't even know that existed.

  • Sweet, I can work on my game from the future again.

  • I'm homeschooled, so I'm not sure what kind of hoops I'd have to jump through to get a Dreamspark account.

    Anyways, I commented out the ATL includes, but when I try to build the plugin the compiler comes up with about 50 errors in Quadrilateral.hpp.

  • Any chance an ATL free version of the SDK could be released? ATL is excluded from VC++ Express, so I can't build any plugins.

  • I managed to make a work around for those with cards that only support regular PS 2.0, but it uses two shaders instead of one. The first one, "TPHUE Convert" converts the RGB values of an image into HSL, then the second one, "TPHUE Change Hue" changes the hue and converts the values back to RGB. They HAVE to be in the order specified, otherwise you'll get some funky results.

    Two Part Hue Shader

    NOTE: Only use this shader if you're card doesn't support PS 2.0a. If it does, use the already linked to shader.

  • It looks like neither of you two's video cards support PS 2.0a. I couldn't use regular 2.0 because it didn't support enough math operations to do the RGB-HSL-RGB conversions. Sorry. You would need a GeForce FX or higher graphics card. If I can find a simpler way to do the conversions, I'll update the shader.

  • Okay, so I put the Hue Tint.fx into Effects folder, run the .cap - the sprite colors aren't changing at all. Must be my PC or something, I don't know :s

    Hmm... I'd suggest checking the events in the CAP file. If there's nothing setting the hue, that's probably the problem.

  • Just fixed it up to where the hue is different for each pixel depending on their original color. I even tested it with your example and it looks exactly like the hue tints you did in PhotoShop. Just redownload it from the main thread.

  • No problem, dfyb.

    deadeye

    Crap, I used the additive shader as a template and I forgot to change the description. The download link now points to a version where that's fixed.

    Mipey

    How is it not working? Hue doesn't effect grayscale images, if that's what you're trying to do. Also, the crash is due to Construct only. It's like that for all effects.

    EDIT: I fixed it up to where the entire image isn't colored the same way. Each pixel's hue now changes based on what color they are originally. Download from the top, or HERE.

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  • Tadah! Take a look here. I'll take my billion dollar fee, now.

  • Because of this topic, I decided I would take a crack at making a hue shader. Well, it took me a little time, but I actually managed to do it. It doesn't allow you to alter the saturation or lightness, but it does allow you to change the hue. Here it is(with example CAP):

    Hue Shader(with example)

    Let me know what you think. Also, any chance this could be included in the next Construct build?

  • <img src="http://img27.imageshack.us/img27/1079/buildofrich.png">

  • I hate to say this, but it looks like you saved this in .98.9. I can't load it.

  • So, due to .98.9 being rolled out and then the fixed .98.8 replacing it, some of my CAPs are no longer editable since they were saved in .98.9 by accident. Is there anything that can be done about this, or do I have to wait until .99?

  • 26) Could we also get an update for the progress bar? So that we could set our own graphics for it?

    Say, we wanna have an experience bar or a health bar for enemies. Typically, you'd have a left side of the bar and a right side of the bar - and then you'd have a graphic that'd scale from 0% to 100% or vice versa based on values that are based on what the player does. Could be as simple as a 1px black line that scales form 0% of the bar to 100% based on the exp the player collects.

    Right now, I can't even change the color of the inside bar. That'd be a cool thing to have.

    You could use the tiled background for this. Just have the width set to whatever value you need a bar for.