SirPumpAction's Forum Posts

  • Oh ok, I see. I need to paste for each element in my sprite list a copy onto the paster. I thought that this problem could've been solved with a simple shader like

    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerBack;
    
    void main(void)
    {
        gl_FragColor = texture2D(samplerBack, vec2(vTex.x, abs(1.0 - vTex.y)));
    }[/code:14jgr607]
    
    But while this seemed to have some sort of effect in the ingame editor, it did nothing in the browser and I still wonder why :/
  • Thank you R0J0hound,

    I installed paster and created a paster object, but I seem to fail to use it. I searched for a manual on how to use it, but failed there as well

    I appreciate the time and effort you took to answer though!

    Edit: Downloading a simple capx example you provided was enough to understand the underlying technique. Thanks!

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  • Currently I have created a second layer where I show mirrored versions of all objects that are on layer 1, but this actually requires twice as many cycles and it's a mess to handle all of the stuff that is going on in the reflection (I basically have to add each event twice and there might be hundreds of sprites to reflect etc). There must be an easier way using some of the effects, seeing that the advanced pixel shader in the "Glass" effect can modify the background. I'd basically require an effect where I can capture a piece of the screen and negative scale it for a reflection, or similar. Any ideas for this?

    Thanks

  • Hello,

    I'm Fatih from Germany. I have a long history in game creation but never actually released any of them. One quiet evening I remembered the good ol' Klik'n'play times and searched for a modern alternative and here I am. I'm currently actively working on an idea and trying out different things to accomplish my goal.