sbjerk's Forum Posts

  • 2 posts
  • I just tried this, hopefully its what your after, I'm not sure what the performance would be like.

    You can mask an effect by doing this:

    1. Create a white mask in its own sprite. (White will be where the effect occurs, Alpha 0/Transparent what you don't effected.)

    2. Give it a Multiply effect. (this effectively hides the white mask, make sure this is the first effect).

    3. Give it the effect you want. In this case blur. (I did 2 blur horizontals at 300 and 100 to address the blur quality I was getting.)

    4. Place this sprite on its own layer (or with other 'post-processing' effects) and anchor it in place.

    Notes:

    Multiple effects can be added, but I found not all effects play nice with this approach.

    The mask doesn't have to be a large image to cover the screen - it can be a small image scaled up... in your case a 1 pixel wide gradiated white-transparent-white band could be scaled across the layer, again I'm not sure what gains you the best performance or if its even relevant.

    You could conceivably animate the mask sprite for additional undreamt up things you could do with it... or call specific frames of a mask for various needs.

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  • I had what I think is the same workflow concept that C2 would be a quick and simple way to explore and develop a moderately simplistic version of gameplay concepts and mechanics while fleshing it out in 3d using Unity.... (unless this is meant to be a Unity 2d, but same idea in general).

    Yes it does mean a dual build, but each has its advantage and what you can knock out quickly in C2 can be refined and developed more intently while already having worked out some of the gameplay do's and don'ts ahead of time.

    Good luck with it!

  • 2 posts