Aurel's Recent Forum Activity

  • 60FPS 1080p video showcasing the "mode7♥" shader on The Next Penelope.

    Adds a bit of a 3D feel (and will be optional)

    Subscribe to Construct videos now
  • 60FPS 1080p video showcasing the "mode7♥" shader on The Next Penelope.

    Adds a bit of a 3D feel (and will be optional)

    Subscribe to Construct videos now
  • Elliott Hope you'll like it. It's not like real 3D, but it sure adds something to the game. Recording video right now : )

  • Hey everyone, if you're glad this plugin exists, and if you want it to be updated, please consider donating to the people who made it for us : )

    greenheartgames: "Greenworks 0.3 was a direct reaction to the requests from the community and not motivated by our own needs. "

    Only five people did, which is very low. If you can, this sounds like a nice thing to do to thank them!

    https://pledgie.com/campaigns/27218

  • DOWNLOAD, two flavors!

    (SHADER) original mode7 with alpha channel fixed:

    https://www.dropbox.com/s/l3os31etolq3i ... d.zip?dl=0

    (SHADER) same, but optimized for fullscreen usage (faster!):

    https://www.dropbox.com/s/bclis2lvbige6 ... d.zip?dl=0

  • (layer skip if empty sounds like a very nice idea!)

    Alright, it took me a bit of time, but everything is now up and running : )

    • Mode7 shader simplified
    • 2 more layers for additive blended sprites and particles, only used if mode 7 is activated (set to "invisible" if no mode7)
    • sprites and particles are automaticaly moved to the new layers on created if mode 7 activated.
    • sprites and particles are automaticaly moved back to the regular layers if mode 7 is desactivated during ingame.

    I still have to test this on less powerfull hardware, but it runs ok on my laptop.

    Many, many thanks for your help on this issue Ashley , it made a huge difference.

    I'll record a clean video with "mode7 on/off" to show how cool it looks, and post the shader very soon too : )

  • Ashley Ouch. That means I have to add 2 more layers in every level. That will look like this:

    BEFORE:

    HUD

    Foreground

    Triggers (invisible)

    Ships/Others (mode7 applied)

    Track (mode 7 applied)

    Background

    NOW:

    HUD

    Foreground

    Triggers (invisible)

    Additive layer for FX above the ships (mode7 applied)

    Ships/Others (mode7 applied)

    Additive layer for FX under the ships (mode7 applied)

    Track (mode 7 applied)

    Background

    I'm not afraid of the work for the elements to be sorted on the right layers, but 4 X mode 7 effects... I'm worried about perfs.

    I guess I have no choice, I'll try. This mode 7 effect is optional and can only be selected in the graphic options as "VERY HIGH" (others being "LOW = no shaders/few particles and NORMAL=all shaders but no mode7")

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  • R0J0hound A friend of mine just simplified the shader the way Ashley said, so if you're using only "single_image", it's much faster.

    Once we got this blending issue sorted, are you ok with me posting it here?

    I don't want to be unrespectful with your work.

  • Thanks for the investigation and the bug report to Chrome, much appreciated!

  • Ashley

    Minimum CAPX available here (6mo): https://www.dropbox.com/s/2y3i4af1ldtze ... .capx?dl=0

    What's inside?

    • a sprite, in additive mode, on a layer.
    • a bright background layer so we can see the addtive effect.

    Result:

    • additive blending works ok if mode7 is desactivated on the sprite layer.
    • additive blending doesn't work if mode7 is activated on the sprite layer.
    • additive blending works if applicated on the full layer, though. But not on sprites.
  • Very nice, kudos!

  • Same here.

    Can't open my project since last beta because of this. Go, revert! : )

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Aurel

Member since 4 Oct, 2013

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