srealist's Recent Forum Activity

  • Gonna give this one bump to the top and then let it rest. Am curious to know if people find this useful - as I am happy to do a lot of these, always free and free to use, if they are wanted.

  • Got my vote. This should be a lock judging by the number of comments on Steam Greenlight.

  • Thanks, folks! Vandinz, was just playing your space shooter. It's very fun! Maybe some of these sprites will come in handy for your game. Also, let me know if you have any requests. I can knock them out fairly quickly.

  • Hi all,

    Here are 8 sprite sheets for use in your applications. They are free to use in any manner you choose. Credit appreciated but not required. You may redistribute, give to your friends, etc.

    They may be too high res for some uses so you may want to resize. On my machine they work best at speed = 40 or higher.

    I can't post active links as I do not have a high enough reputation. Help me out to get to 500 so I can in the future.

    DOWNLOAD IS THIS LINK:

    dl.dropbox.com/u/2876662/srealist_explosion_decalpack.zip

    <img src="http://i49.tinypic.com/e8pnqq.jpg" border="0" />

    Any and all comments are welcome as are requests for future packs.

  • Greg, you can actually already do this with the Pixellate that comes with C2. You would want to dynamically alter the size parameter either using ticks or seconds whilst simultaneously decreasing the alpha. You would then need to do the opposite on the image or layer you are transitioning into.

    Something I've come to understand about the built-in shaders - they are pretty all encompassing. I wondered at first why there were not more animated shaders but I believe they made a wise choice. Rather than write the animation into the shader, they give you access to a parameter so you can have programmatic control.

    I think a few more animated shaders might be nice and will be looking into it but my guess would be that a little bit of imagination would go a long way with what we already have.

    Cheers!

    Edit: I can make an example for you if you would like. Probably not tonight but tomorrow.

  • sqiddster - sort of, there are lots of different ways to implement a blur but blurring horizontally and then vertically afterwards can be a lot more efficient than a badly written single effect to blur.

    What ever are you implying? :P

    Lemme know if this might be useful to anyone.

    In the interest of full disclosure, I based the blur off of this tutorial as there is no way I'm going to make up a blur procedure from scratch.

    gamerendering.com/2008/10/11/gaussian-blur-filter-shader

    Here is a simple example where I am increasing the intensity every tick until it starts looking retarded then I reset to 0. Nothing fancy:

    dl.dropbox.com/u/2876662/BlurEffect/index.html

    It is a horizontal blur, implemented a little different than the stock one in C2. Not sure it adds much, was mostly a learning lesson for me, but I am happy to make it available if it is interesting to anyone.

    Warning: it might be badly written but it runs with no problems on my end.

    Edit: I should add...the animation in the example is done in Construct2, it is not a part of the shader. The shader has a "Blur Amount" parameter than can be set or altered in C2.

  • sqiddster, saw this today and took a stab at a blur effect. I've got it looking good but I have some misunderstanding of how the alpha channel is handled and right now the alpha ends up black. That is to say, the blur effect looks about right but it is not useful right now because I'm losing the alpha channel in the process. Will keep at it as this is something I have to figure out if I am going to get anywhere.

  • Very nice 3D WebGL shader example!

  • Great list so far! Keep 'em coming.

    Anything I do will be done from "scratch" in so much as anyone writes any code from scratch. So to my knowledge there shouldn't be any copyright or attribution issues. Whatever I am able to produce will be free to use in any manner and I hope others plan to do the same.

    On a side note, I nearly fried my graphics card because of a typo causing a non-terminating, nested for-loop. Shader work is dangerous business. :P

  • Oh thanks for making this a sticky!

    Neon Glow (with a flashing/static option) was one of the first things I was thinking of taking on.

    I'll add a list to the first post as suggestions come in.

    Thanks!

  • Hi all,

    Was hoping we could perhaps start a thread for shader requests, suggestions, etc. so that those of us who are considering writing custom shaders in OpenGL ES can get a sense for what the community needs/wants.

    This is not a request list for Scirra developers but for community contributors - though I'm sure Ashley will find it informative as well.

    So, what kinds of effects would you like?

    Cheers!

    Community suggestions list:

      Neon Glow/Lightening
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  • boybokeh

    It's a great environment and if you check out openprocessing.org you will find all kinds of very cool examples. The latest version of processing has 3 modes: standard, javascript, and android. The main limitation of the javascript mode, presently, is that community libraries will not work.

    This is what killed my little engine. I based it around a community built physics library called fisica (and was more or less a wrapper for box2D) but last I checked it had not been updated to work in javascript mode, thus limited the export options to applets or .exe.

    I've a project this fall building a musical tangible user interface for autistic children and will be doing this in processing as I need to program a micro-controller (arduino). Working with sensors and actuators is not really something you can practically or easily do at this point in C2 but maybe one day. Security limitations within html5 specs make things difficult when developing these kinds of applications.

    Seems there is always a trade off between accessibility and functionality. It's understandable because the more access you have, the more damage you can do. Being able to develop applications that work on multiple operating systems and multiple devices without separate compiles, is a beautiful thing but there will always be a trade-off.

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srealist

Member since 1 Mar, 2012

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