matriax's Forum Posts

  • Download here: https://kronbits.itch.io/inca-game-assets

    About

    Free game assets with Inca theme made in pixelart. This tileset is still in development, so more tiles will be added in the next days until april.

    License

    Assets are public domain. This means you can use it for your personal and commercial games. No credit needed, but if you do, please, let me know via Twitter, so i can do some RT <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> .

    ---

    This saturday will be the last update with all the tiles i did until now. That in total are around 100 uniques and 300 in total having in mind there are two color version for backgrounds with 6 (brown-purple) and 3 colors(turquoise).

  • You can use PixaTool to get 8bit / Pixel style images or videos, optimize your PixelArt or game assets just adding some cool effects. The tool is available for Windows, Mac and Linux.

    Some examples:

    Here you can find a compilation of videos/gifs/screenshots made with the tool:

    https://cartrdge.com/davitmasia/projects/pixatool

  • Added the steps and the .capx.

  • Problem Description

    I have various FX added on a sprite but they only work correctly if are the first one to be used or just that one. In the moment another FX is added before that FX they coordinates gets glitched, like using the layer/layout ones instead the sprite.

    Also in case there is some FX in the .xml after that one with some vale on extend-box higher than 0 also gets glitched:

       <extend-box-horizontal>10</extend-box-horizontal>
    <extend-box-vertical>10</extend-box-vertical>[/code:2rz54uva]
    
    .Capx example: 
    [url=https://drive.google.com/file/d/1yERqLssNWNorsrmax_78RrLu5tarlozD/view?usp=sharing]https://drive.google.com/file/d/1yERqLs ... sp=sharing[/url]
    (Also Cubic Lens FX included)
    
    [b]Steps to Reproduce Bug[/b]
    This gif is self-explanatory:
    [url=https://cdn.pbrd.co/images/Hcw9GfU9.gif]https://cdn.pbrd.co/images/Hcw9GfU9.gif[/url]
    
    Just change the Brightness FX in first or second position on the effects list.
    
    [b]Expected Result[/b]
    The FXs applied on a Sprite should give the same result no matter they XY position on the layer/layout. 
    (Also Cubic Lens FX included, but happens in all shaders that in some way does some kind of distortion or generate some pattern)
        
    [b]Affected Browsers[/b]
    [ul]
        [li] Chrome: (YES)
        [/li][li] FireFox: (YES)
        [/li][li] Internet Explorer: (YES)
    
    And NW.JS too.[/li][/ul]
        
    [b]Operating System and Service Pack[/b]
    W7-  64Bits / GPU > Nvidia 670 gtx
        
    [b]Construct 2 Version ID[/b]
    Construct 2 r255 (Last version actually)
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Maybe i found a bug, look this post:

  • Maybe i found a possible bug in Construct2 that can be causing this problems, can somebody confirm?

    If i add some FX to a sprite this one works correctly only in the sprite with the sprite coordinates, but in the moment there is another FX added before, then seems the rest of the FX are applied with Layer based, that can cause why the R0J0hound plugin only pastes the gfx with the last FX added.

    Here what happens when a FX applied on a sprite have another FX before on the list:

    The same for all other FX in the sprite.

    Here another gif with the effects and switching the order to see what happens.

    https://cdn.pbrd.co/images/Hcw9GfU9.gif

    If the effects are applied single works on sprite, but in the moment there are one or more before then all them seems to change their coordinates by the layer/layout or something instead the sprite.

    So, it's me i'm doing something wrong, or this is a bug? Ashley

  • What i have to look in the shader to avoid the FX applied on the sprite gets different from their position in the layout?.

    I mean, i added some distortion FX to a sprite but if the sprite is on 0,0 or 400,400 XY looks different. This happens in lots of FX i want to use.

    Is there any option to force or fix this, what i should change in the .FX to avoid that?

    Already there is : vec2 uv =vTex;

    Any idea? Or for each .FX will be different? :S

  • Gigatron Sorry, what? You not got my last message?

    About that "palette swapper" trick seems is more to change HUE based on an image but not worked to force a color palette on a layer using a sprite with the colors palette so i told you that i was gonna follow your other idea, that at the end not worked due some GPUs are also limited to 251 Try_Color, so i finally ended just using 192 colors/uniforms with 100% color accuracy (0-255).

    Or you mean, you really achieved load a color palette from a sprite to force a layer/project/render like the Force256color shader but without that lots of uniforms? :O , sorry i not understand much about what you mean to merge textures and channel0+channel1, etc... ¿?

  • Hi Gigatron, is there anyway that the coordinates of the effect are always the same in the sprite?

    I mean, if the sprite is in the center looks A, but if the sprite is in the top-left looks B.

    Looking in the code already is: vec2 uv =vTex;

    But after that there is code like this:

    [quote:1qv88yoc] //canvas coordinates to get the center of rendered viewport

    vec2 cancoord = uv.st;

    float r2 = (cancoord.x-0.5) * (cancoord.x-0.5) + (cancoord.y-0.5) * (cancoord.y-0.5);

    float f = 0.0;

    The idea is the center is always the center of the sprite, so no mater where is their possition always will look equal. I tried just disabling or comment some parte or change "cancoord" by vtex and other stuff (i don't know what i'm doing but sometimes works XD) but nothing this time.

    Is possible?

    Thanks.

  • Ok! thanks for the fast reply.

  • I saw is possible set float and percent on the .XML but wonder if there is another type allowed to add a string in the parameters.

  • R0J0hound Have some problem pasting objects with various WebGL effects.

    Only the image with the last webgl effect applied is pasted correctly.

    Here a blank project with and image and just one event:

    https://drive.google.com/file/d/1HDm4qI ... sp=sharing

    What i'm missing ¿?

  • Using the Gigatron shader Nesify there are some predefined palettes like gameboy or Nes.

    Wonder, if is possible create a shader that can load 256 colors in runtime from a given .pal format.

    The colors on the shader are like this one:

    TRY_COLOR (vec3 (13.0, 65.0, 56.0));

    So maybe something like:

    TRY_COLOR (vec3 (R0, G0, B0));

    Until

    TRY_COLOR (vec3 (R255, G255, B255));

    So i think this should be created from an automatic way due also needs to be created the uniforms and the .xml params.

    Then i guess on events load the .pal file that is like:

    24 0 8

    56 16 24

    64 16 24

    80 24 32

    ....

    And set the numbers for that effect params on the FX.

    I don't know if this is possible or maybe there is another easy way.

    What you think?

  • Seems there is a way to fix this using that:

    https://developer.mozilla.org/en-US/doc ... eObjectURL

    R0J0hound any idea if this can work? Or there is another way to avoid that 1.5mb limit on chrome browsers?

  • Well seems i have a solution. Provided by dop2000 .

    Loading a .txt with ajax plugin with this content:

    var global = Function('return this')(); //get global scope.
    
    global.openFileDialog = function(fileType) { 
     // this function must be called from  a user
     // activation event (ie an onclick event)
    
        // Create an input element
        var inputElement = document.createElement("input");
    
        // Set its type to file
        inputElement.type = "file";
    
        // Set accept to the file types you want the user to select. 
        // Include both the file extension and the mime type
        inputElement.accept = fileType;
    
        // set onchange event to call callback when user has selected file
        inputElement.addEventListener("change", function (event) {
    
        [...this.files].forEach(file => {
            //var s = file.name;
    var url = URL.createObjectURL(file);
            c2_callFunction("GetFileFromDialog", [url]);
        });
    
         } );
    
        // dispatch a click event to open the file dialog
        inputElement.dispatchEvent(new MouseEvent("click")); 
    };[/code:46st2m3i]
    
    An execute javascript with "openFileDialog();" on sprite clicked or whatever.
    
    Is a bit of workaround but seems works on any browsers and NW.JS. 
    
    If somebody know another solution/way, let me know.