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  • Hello chrisbrobs, sorry for replying so late. This was a self written effect which takes one parameter and this parameter is updated every tick, but I can clearly see a delay in the update of the graphics (the parameter changed depending on scrolly). I suppose this can be repeated with any effect.

  • Hello dear Construct 2 effect specialists. When I do a change on an effects parameter, it seems as if the result is delayed by several frames. Is this a well known problem? Are there known limitations or actual things that speak against constant changes to effect parameters?

  • Sorry zenox98,

    I thought this section was more about presenting finalized effects. Thanks for moving!

  • Hello,

    after wondering why my effect was not rendered properly on my object, I realized (after reading some threads on this forum) that the Waterbackground effect had to be applied first (as some sort of adjustment layer, like in After Effects).

    To minimize the computational impact of the Waterbackground effect, I reduced it to this following effect, which I simply called Adjustment Layer:

    ////
    // Adjustment Layer
    ////
    
    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerBack;
    
    void main(void)
    {
    	gl_FragColor = texture2D(samplerBack, vTex);
    }
    [/code:1r5uh3wj]
    
    If I put this Adjustment Layer Effect before my own Mirror Effect, everything is rendered properly. Here is the code for the Mirror Effect (please ignore strange output, still Work In Progress):
    [code:1r5uh3wj]
    ////
    // Mirror
    ////
    
    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerBack;
    
    void main()
    {
    	lowp vec4 front = texture2D(samplerBack, vec2(vTex.x, abs(1.0 - vTex.y)));
    	front.rgb = mix(front.rgb, vec3(128.0, 180.0, 255.0) / 255.0, 0.15 + (0.25 - vTex.y) * 2.0);
    	gl_FragColor = front;
    }
    [/code:1r5uh3wj]
    
    Now I would like to merge these two effects into one, so that I do not have to put the Adjustment Layer before this Mirror Effect. As I have VERY LITTLE knowledge in HLSL, I would like to ask you for help (and guidance if it is even possible to merge these two). Thank you!
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  • Well if I add a simple sprite with a glass effect on the same layer, the effect suddenly works though, which is rather strange. All other effects work just fine.

  • 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!

  • 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.

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SirPumpAction

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