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  • volkiller730 , PixelRebirth - thanks, glad you like them.

    EDIT: Should you have the time to do it, a "time" parameter would be super convenient for the seamless effect, so we don't have to modify a variable every tick to generate endless lopping objects like waterfalls or rain textures. (A "sine" parameter could help as well, to make objects like the one you show in your example.)

    Ok, here we go - Scroll (looks a bit bad in the gif + C2 resize isn't that great with alpha on the sides, but you get the idea - each layer and the "waterfalls" have this effect applied):

    Since I like to keep the math inside the shader at a minimum you have a simple value - amount of time in seconds it takes to scroll the whole width or height of the texture. It accepts negative values to change the direction of the scrolling and 0 means it stays still.

    Added to the distro and first post.

    This is officially my favorite thread on this entire site.

    Oh, oh, how do I ever live up to that now? Thanks!

    I think we all know why, the nerve of these guys is something else

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  • Sounds like a useful thing as long as it's constantly updated and accessible.

  • You can still download it. I believe the dropdown lets you save. It's not a big deal at all. :/

    Also, I have yet to see this message. I don't think it affects all users. Strange.

    Not always - sometimes you can just click the side panel and pick save, but sometimes it's just bent on discarding. In this case you have to go to download location and remake the word temp file to an. Exe

  • Well, your character is obviously stylised so then stylised enemies make perfect sense. For that they are will creepy and should work just fine, if nicely animated. Ft

  • zenox98 - I got this as well, on Chrome, so either someone has tagged a file or it does trigger some built-in checking mechanism.

  • By realistic I mean - there are certain proportions in nature, things that we are used that, that sort-of make sense. Obviously a demon or such doesn't have to follow these rules, but if it seems like its head is the heaviest part and it would fall over then it gets a little cartooney. Or if it has short little appendages, etc.

    It's obviously a question of taste, I made a little sketch here - the first guy probably looks more dangerous (although more cliche, have to admit), while the second version appears a little goofy:

    I mean, your art is top notch, but there's a reason we don't see those types of proportions in movies, for example. Then it's up to you what sort of "feel" you want to achieve.

  • The tile-able shift is way, way better than i am accustomed to for a pan! Thank you, this is exactly what i was looking for.

    Roatate + an offset is nice for smoke poofs, and for magic effects. It also helps with randomizing fog and cloud effects.

    Thank you Somebody!

    Glad you like the Shift, as for rotate - I think it might be considered a somewhat expensive shader effect, given all the math that goes on... although... sine functions use the same math and live... Actually I had an idea here, will look into it (next week)

  • Thanks for the thorough explanation, R0J0 (man, your name is hard to type out). I'll make sure to test the new version with shaders (in a day or two), there was some weirdness there recently (color shifts on edges), perhaps it's fixed by this addition as well.

  • Somebody HOLY SHIT! You just made ALL the shaders I missed during the game production.

    These effects are incredibly useful, and some really could/should be included by default in C2. (< Ashley ?)

    Scrolling UV is a basic which is very, very used in other engines, saves tons of animation frames for waterfalls, lava, etc... and was missing badly.

    Most of your other shaders like Trim are super helpful as well for HUD. It would have saved me a lot of time on life bars, etc...

    Thank you for the kind words, heh, heh. I was kinda thinking about usage so they are really simple, but, hopefully, practical Also I'm always worried about performance cost and unsure if things are done right, but they are as right as I can get them - another reason why most things have few parameters, etc.

    Thank you very, very much for all this work. Looks like you're on fire! : )

    i can't wait to see what will be your next ones.

    EDIT: Should you have the time to do it, a "time" parameter would be super convenient for the seamless effect, so we don't have to modify a variable every tick to generate endless lopping objects like waterfalls or rain textures. (A "sine" parameter could help as well, to make objects like the one you show in your example.)

    One reason I didn't do it was because time passed onto a shader is seconds passed from the start of the app. So there would be no control - you couldn't know that it would move from when you enable the effect, etc. But - it's totally doable so soon there should be an effect for "unattended" scrolling of things

    EDIT2: Your Dot effect is fantastic as well. Are you able to apply it on a full layout? I got it to work on objects, but not on the layout.

    The demos actually use it on a layer, so it should work, yeah. Have you checked them out?

    Cool stuff is coming for sure, but I just happen to be going to Poland (why not, right?) so "almost daily" will be weekly for this week.

  • If Pan is what I think it is then look in my signature for several versions. Rotate... Would it really be useful?

  • Awesome. Question: does it draw to the same size rectangle as the paster object or the object that is being pasted in? If the answer is paster, could it become the pastee?

    I'm just assuming that the base object will nearly always be larger than what is being pasted in, so it would make sense to make a pastee sized object as the temp.

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Somebody

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