oppenheimer's Recent Forum Activity

  • As i recently bought a licence for C2 and plan to spend a lot of time with C2, i'll be collecting a few features ideas and improvements of all kinds, which, in the end, will hopefully increase the user experience and joy of use of Construct 2.

    Ashley, Tom and Animmaniac, as i don't know whom to adress my suggestions, i'll just collect them here and hope you take a peek sometimes. In addition, i'd be glad if everyone would dicuss those things in this thread, too.<img src="smileys/smiley2.gif" border="0" align="middle" />

    Web GL Shader improvements - Color input <font size="2">2013-02-16</font>

    <img src="https://dl.dropbox.com/u/6200498/Construct%202/wishlist/vec3-and-vec4-colors-for-shaders.png" border="0" />

    An option to let the user choose a color with and/or without alpha would greatly increase the speed of programming of shaders and the usability. We all would benefit of less clicks.

  • edit: removed zip due to winrar-incompatibilities

  • ahh perfect, thanks for adding the channel separation <img src="smileys/smiley2.gif" border="0" align="middle" />

    i'll try to dive in a little more into the shader topic.. at least converting some cc-shaders.

  • lemo

    yeah, it might work if we had some 3d depth to play with. this must be tranlated as a color shift according to screenspace. check out that wikipedia article about anaglyph 3d. in fact, it'll be hard to render 2 different scenes, one for the left and one for the right eye, to create the 3d vision. but try it out, a simple parallax could be possible imho.

    edit: anaglyph 3d has been dicussed here, too.

  • RGBA-Channel separation V1.0

    FX and XML

    example capx

    A shader to split the RGBA-channels vertically and horizontally by a given offset. Inspired by David Clark who wrote this shader for Construct Classic.

    Usage:

    Put the .fx and .xml file under "Construct 2\effects".

    Enter pixel values to shift the desired channels.

    The Intensity parameter weakens or strengthens the effect.

    You could use this for a simple chromatic aberration effect; just set the red channel to something like 10px and the blue channel to -10px. Add some blur for extra eye candy.

  • sorry to bring this topic up, but i experienced the same bug with the current beta release (r117). resetting the dialogues as suggested above helped.

    if i remember right, i accidentally put two behaviours in the plugin-dir, started c2 got the corresponding errors, clicked ok, closed c2 and put the behaviours in the correct directory. after starting c2 again, the buttons disappeared. maybe that helps identifying the bug.

  • just after writing the previous post, i realized that there is no need for a combined version, sorry.

    looking forward to that angle blur!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • As speed issue aren't such a big issue nowadays (imho), this effect finally brings us a good quality blur.

    nice to have:

    • a combined version of H and V
    • a motion blur where you can specify the angle (there is already a shader, but without the quality you can come up with, davio)
  • Hey Colonel,

    pretty smart approach you got there, congrats!

    I'd like to understand your concept, because i thought about pretty much the same idea the last days... so a few questions arise:

    • How do you handle pixel perfect light postions on a layout bigger than DisplayWidth? I think in the current cap the lights are tied to the viewport.
    • Do you see any chance colorizing the lightsources?

    thanks!

  • spritefont is cool, but maybe a bit over the top in this particular scenario.

  • Since you want to show only numbers in that counter, you could try an animated sprite with 10 frames with custom graphics. This would be a workaround, but you'd have absolute control of your outline.

  • Hi there,

    I'd like to see a redirection function in the forum. So when you're not logged in and decide to post something you currently get this message:

    You must be a registered forum member in order to post in this forum.

    It would be more elegant in UX-terms, when you would get redirected to the login-page, enter your data and be redirected to the original page, instead of reconstruction the breadcrumb manually.

    Thanks! =)

oppenheimer's avatar

oppenheimer

Member since 17 May, 2011

Twitter
oppenheimer has 1 followers

Trophy Case

  • 13-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

15/44
How to earn trophies