tulamide's Recent Forum Activity

  • I love FLStudio and Synthmaker as well. Synthmaker's interface is just such a relaxing one to work with in comparison to those like SynthEdit.

    This is very nice, I like the sounds. The sounds sound reverbed, is there a way to eliminate that reverb sound so that you can place any reverb on top of them?

    Also thought I should mention, in case you all weren't aware, xoxos has some totally awesome VST plugins that produce incredible ambient effects. There are a few of the great ones listed at the following:

    xoxos wind, rain and thunderThe effects by xoxos are really good!

    I will do an update to ANG, adding the possibility to switch reverb off. It was just that I had a most simple usage in mind, building every ambience with tuned effects. No tweaking should be necessary, more like those preset-keyboards: "Hmm, I quickly need some wind. Ah, start ANG, click wind, record, ready."

    The more advanced user on the other hand might have some special reverbaration or chorusing in mind, or have a more advanced reverb effect preferred for usage. I totally understand that :)

    I will update this thread, when the new version is ready.

  • is there any newer versions of the blob?No, you are working with the newest version. But I'm always willing to help. So, if you happen to have any idea or feature request that's within the possibilities of an effect, I'm more than happy to try implementing it.

    in that road example pic you posted, did you use some overlay sprite or is that just a textured sprite?The structure is as follows:

    1) Background layer (contains one tb with a texture)

    2) Blob layer (contains several instances of a white "blob"-sprite with radial gradiented opacity). The layer has the blob shader applied and on top of it the Burn shader.

    Hope, this helped?

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  • Thank you very much. It is not easy nowadays to get commented, so I really appreciate it :)

  • I feel like I'm missing something obvious here...Yes you are. You're missing a counter of the elapsed time. ROJO showed a way of displaying a value in a minute:second format, but without counting the time it will always read 0:0, of course. Also, don't change the variable that you use for counting. And how come that you were able to enter "int global('Seconds')/60" without an error message? There are brackets missing: "int( global('Seconds')/60 ) "

    First, create a counter for the elapsed time, let's say "totaltime". Now let it count the time:

    +Always

    ->Add TimeDelta to global('totaltime')

    Then add the conversion:

    ->set global 'minutes' to int(global('totaltime') / 60)

    ->set global 'seconds' to global('totaltime') % 60

    and finally show it:

    -> Set text to global('minutes') & ":" & global('seconds')

    Somewhere on these forums you will find my "clock" example, it shows the conversion for h:m:s and also shows how to display the time as an analog clock.

  • I know, I might sound childish now, but while Quazi was the first to do the comic look fluids and therefore should be called the inventor of the blobs in Construct, it was me who created the blob_test.fx (btw, I never really published it, hence "_test"^^). In fact, I created the effect after I saw a video with quazi's creation. I wanted to recreate it, but at the same time making it a bit easier to use (it's now just one effect, instead of several ones).

    Anyway, nice example of usage. I also still use the blob shader in a td concept, where all the paths are created in realtime via sprites that build a nice looking road, thanks to the effect:

    <img src="http://dl.dropbox.com/u/11182740/pictures/td.png" border="0" />

  • You might also want to give this effect a try: http://www.scirra.com/forum/effect-ellipse_topic51611.html

  • This effect draws an ellipse. It uses the sprite's texture and color filter for coloring. If you just need a single color ellipse, just create a 2x2 sprite, either filled with the intended color or filled with white while using the color filter to set the color. You can resize the sprite to any size in the layout (NOT in the picture editor!) without adding to VRAM.

    <img src="http://dl.dropbox.com/u/11182740/pictures/ellipsefx.png" border="0">

    <font size="1">(example image)</font>

    The following parameters are defined:

    1) Outline: Defines the thickness of the outline. 100% means, it uses the complete area.

    2) Smooth Outline: How much of the outline's thickness is used for smoothing. 100% means a mirrored gradient from the center to the inner and outer border of the outline.

    3) Outline Opacity: Controls the transparency. 0% means fully tranparent, 100% means fully opaque.

    The values are all relative, that might be confusing at first. For example, if you have a 128x128 sprite and set Outline to 50%, then half of the area is occupied by the ellipse. At any angle the ellipse is at both sides of the center, so the thickness will be 32px (32px on both sides = 64px, 64px = 50% of 128).

    Likewise, smoothing is calculated. It is a value relative to Outline. So in this example, a value of 25% means 25% of the outline's thickness (which was 32px), or 8px in total. 4px for the outer side smoothing and 4px for the inner side smoothing. In result the ring will be smoothed in from px1-4, full color from px5-28 and smoothed out from px29-32

    Based on the description above, if you want a circle (an ellipse would break it) to always have the same pixel thickness, regardless of the size, you'd calculate the proper value:

    pixel in percent = (1 / totalpixel) * 200 * n

    (sprite is 128x128, outline shall be 1px)

    Outline = (1 / 128) * 200 = 1.5625%

    (sprite is 30x30, outline shall be 5)

    Outline = (1 / 30) * 200 * 5 = 33.333%

    (sprite is 200x200, outline shall be 3px)

    Outline = (1 / 200) * 200 * 3 = 3%

    I didn't implement this, because it only works for squared sprites (because pixels are squared, too). In the last example, we have 3px horizontal/vertical, but if we set the height to 100, we have 3px horizontal and 1.5px vertical.

    Download:ellipse.fx

    EDIT: I've accidentally uploaded an earlier developer version This is now corrected. (April 29, GMT 3:47 pm)

  • Here is an example that uses the effect "Color Fusion (Masked)" to create a fog of war. This example with a 4000x4000 layout in a 1024x576 window runs at over 1000 fps on my pc, when all 1600 sprites that reveal the fog are created.

    1) Create your layout

    2) Add a "fog of war" layer

    3) Apply "Color Fusion (Masked)" as a layer effect

    4) Use sprites created on the "fog of war"-layer as cutmasks to the fog

    You could further optimize this example by creating/deleting the cutmasks when they get in or out of sight. You can use different shapes or even animated shapes, use a smaller or wider grid size, etc. The advantage of this method is that you don't use any additional VRAM (the layer effect always renders to screen size). Also, the layout size isn't important (CC cares more about sprites on screen, than the total number of sprites). And since the revealing is made out of sprites, you can have a vivid fog, e.g. different stages of revealing, instead of just 100%.

    Download:

    fow.cap

  • Are you aware of the effect "Color Fusion (Masked)"? It can help tremendously with creating a fog of war.

    Will post an example soon.

    EDIT: Here is an example.

  • You are right, it is broken. If you need to append data to a hashtable, you need to use one hashtable as a buffer and then copy the content of the buffer using "for each key"

    pseudo event:

    + buffer: for each key

    ->hashtable: insert key buffer.currentkey with value buffer.currentvalue

  • A Blender installation automatically installs Python as well. Unless you want to update Python, you don't need to install Python seperately. Just follow the basic instructions.

    1) Download the collada importer zip file

    2) Put the content of the zip file in your scripts folder.

    If you never set up any, just create a folder somewhere (preferably somewhere you identify as belonging to Blender) and make this folder the scripts folder in Blender by navigating to the user preferences, selecting the tab/button "File" and clicking the folder icon on the "Scripts:" line. Now direct to the created folder. Finally save your changes ("Save as default"). Exit Blender, put the scripts from the zip file in your scripts folder and restart Blender. That should do.

    (Explanation valid for Blender 2.6x)

  • For the hobbyist/amateur game designer there is one argument that beats all: the price.

    If you want to make a desktop game, grab CC for free.

    If you want to make a browser game, buy C2 for $79

    Stencyl also offers both for $79 - but that's an annual fee. As soon as the 13th month starts, C2 has the better value/price ratio.

    I'd say that counts at least as much as any integration of web services.

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tulamide

Member since 11 Sep, 2009

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