necromaster's Recent Forum Activity

  • Another modification you can do is to make the 3D effect more pronounced. Just change these lines from this:

    #define OFFSET_X 1
    #define OFFSET_Y 1[/code:bsi7fvzi]
    
    to this:
    
    [code:bsi7fvzi]#define OFFSET_X 2
    #define OFFSET_Y 2[/code:bsi7fvzi]
  • It's always good to hear another person's suggestion though... no negativity intended. And yes, there's no requirement for a normal map, like say as a second frame in an animation. That would have been a big headache to implement.

    Anyway, for sharing - here's a way of making things even brighter, just replace the last line of code in the fx file with this:

    gl_FragColor = texture2D(samplerFront, vTex) + lightintensity * vec4(c, gl_FragColor.a);[/code:r1slkjev]
    
    Also add in this as line 16 in the fx file:
    
    [code:r1slkjev]uniform float lightintensity;[/code:r1slkjev]
    
    Next, insert the xml file with this entry near the end:
    
    [code:r1slkjev]<param>
    	<name>Light Intensity</name>
    	<description>Use values from 1.0 to 50.0... Default value of 1.0</description>
    	<type>float</type>
    	<initial>1.0</initial>
    	<uniform>lightintensity</uniform>
    </param>[/code:r1slkjev]
    
    This inserts a new effect parameter known as lightintensity.
  • Please change what you like in the fx code and share with us something that is "ready to be used in a game". What new features would you consider adding in to make it reach that state?

  • I am aware of an inversion in the Y-axis... if you look carefully at the snapshot of code above, you will notice a "640 - Mouse.Y" instead of a "Mouse.Y" being used. I have always wanted to implement shaders that follow wherever your mouse goes regardless of whatever layerscale you are currently on. But there are some... issues with Construct 2 code.

    Trust me, I have tried explaining before but to no avail. Hopefully, Ashley can see what we mean soon, or at least give us shader effect developer guidelines. I don't want to have to live through another "Adele Dazeem" type of reply. Guess, he's rather busy atm with multiplayer. So let him be. (- I need multiplayer too)

    Take a look my existing code. It's seems to be working fine in the version that I released.

  • In case any one does ask, the shader zip file is still absolutely free for the Scirra 2 community. If you want the zip file, just head over to our Patreon page, select to become a patron and choose "No Reward". You pay nothing - $0. Zip. Nada. And you get access to all our stuff put up on Patreon for free. But, really it's entirely up to you.

    Again, thanks for your interest in this shader effect, and most importantly... have fun with it. We know we are using it in our next game - an action shooter.

  • Yes it does... Looks really cool too! Will paste an image shortly.

    [EDIT] Below is the image I spoke about... the sprites in the foreground have been deleted... while the tiled background uses the spaceship, and the tilemap uses the default tilemap that ships with Construct 2. You can see that the upper left hand corner of the tilemap is lighted up, and so is the tiled background. I have also modified the code so that the position of the light is responsive to the position of my mouse arrow.[/EDIT]

  • As advertised I hope... let me try it out now and get back to you.

  • Made some changes to the demo program. You can now toggle the background between black and white. This is to illustrate that even with transparency, the normal mapping works. Please refresh browsers if you have already visited the site.

    Thanks.

  • We have released shader effect #11 - Normal Mapping. Please head over to our website to see the demo in action.

    Thanks!

    GamesWarp Studio

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  • We have just updated links to all our games. We have also added a demo link to the games for of one our clients. Read more by following the link in the first post of this thread.

  • 1. Open up Construct 2.

    2. Click the C2 icon at upper left.

    3. Click on About.

    4. When the window pops up, click on View License.

    It should read: "This is a standard license, for independent use by the above named individual up to an associated use revenue of 5000 USD, or educational, charity or otherwise non-commercial use. Use outside of these bounds is prohibited."

    As I understand it, go ahead and use the artwork, sound assets, etc. As long as you make 5000 USD or less and are not part of an organization/company.

    And you cannot use C2 graphics in say RPG Maker VX Ace or GameMaker (and vice versa, obviously).

    Check this out too:

    http://www.scirra.com/forum/can-we-use-assets-from-the-asset-pack_topic55968.html

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necromaster

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