matriax's Forum Posts

  • I think is a similar error that on my other shader of flames that was solved by Gigatron :

    Seems i can't use the X variable of the shader position, when i do some cards not do the work correctly and this happens. I guess is the same or similar error, i can't confirm.

    I will try to solve the problem, sorry for the inconvenience :S .

    Note: My card is a NVIDIA Geforce GTX 670 , and works perfect :S

    Edit:

    I guess the problem is in this two lines that modify the coordinate X and make in some card you only see a half:

    q.x *= 1.0; // Number of flames on horizontal
    q.x = mod(q.x,1.0)-0.5; // 1=Separation / 2- Move to right
    [/code:2wxs8xsu]
    
    But after try some things i can't it working the same using other format or mixing, or deleting and creating some different
  • Nice job but...

    I don't like the method that you used for make multiple lights... It works but there aren't a way to pass a dynamic js array instead of different variable to the shader?

    No idea .

  • Thanks! <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    ---

    Shader Effect Released:

    And here is the shader effect including a .capx example with all the presets workings and the editor exported in html5 to be used offline(is the same that the online one i posted above)

    https://dl.dropboxusercontent.com/u/659 ... editor.rar

    Inside the .capx you will find some comments that how all works.

    Enjoy!

  • On some cases its faster, but if you want to set it back to zero or hit a specific value it's a little tricky.

    I see, you have the undo/redo in case you change some value and you want to go back to 0.

    BTW, i will try to add the option of change values from the text boxes. Actually is a little tricky so will see .

  • I tried playing with it a little, but it's a little hard when you can't punch in the values with the keyboards, so I gave up pretty fast, I will look into it more later.

    Anyways this is a really cool effect and editor, well done mate!

    Thanks for the comments.

    You have to use the Slide Bars, they refresh the shader automatically, in the case of more accurate on a Slide Bar selected press left/right arrow key to advance in the variable in a more precisse way.

    For you the problem is that you can't put the numbers in the text boxes using the keyboard? I not understad, not is more fast using Slide Bars or i'm missing something?.

  • The effect will be released tomorrow, i'm preparing the .capx files with the presets and adding comments.

    Somebody tested already? If you find some interesting shader not forgot to paste here the code to see it <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    This are all the presets running at the same time:

    https://dl.dropboxusercontent.com/u/659 ... index.html

  • Seems the resolution of the final sprite not is the same you put in the sprite size.

    Click on the image and in the bottom options click on "Size: Make 1:1". Run again and see if is solved. I had this problem some times, i don't know if this will be your problem, try that.

    i mean, maybe if you updated the imgae and in some case you resized if you copy another image this will have the resolution+previous% of the resize you added previously. So with "Size: Make 1:1" the size of the image wll be the same as the original.

    Or create another blank sprite and copy or load an image and see if still happen. If that then maybe the screen resolution on your project settins see if you have: Crop, scale inner or whatever, if i remember well for pixelart: Letter box integer scale.

  • Shader Editor released:

    https://dl.dropboxusercontent.com/u/659 ... index.html

    All presets working at the same time:

    https://dl.dropboxusercontent.com/u/659 ... index.html

    Please, play and test it and share your codes in this post. Works best on chrome. spongehammer Gigatron TiAm eli0s Joannesalfa

    P.D. The effect (.fx and .xml) will be released next week, i guess monday/tuesday, i have to remove all the useless code and optimize before the release.

    -

    How to share the Shaders?

    When you get one that looks good/interesting click on "Get Code" to update the parameter numbers(the text box in the bottom).

    After that, click on "Share Code Link", copy all that appears inside that and paste here. When we press the link you provided we will go to the editor website that will load automatically the shader you found/create <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> .

    Note 1:

    Remember always play with the editor in the index.html without and already sharecode in the url because this will made an error when you try to share the new code(I'm still have to solve that bug).

    In case you loaded a shader from another user and you edited and want to share it remove the "share code param" before click on "share code link". I mean, before click on the share code link button the editor url have to be "../index.html" and not "../index.html?shadercode=6|1|1|1...". In case of that will copy both codes and will do the url cause errors or simply not work.

    Note 2:

    Also have in mind that the Flip and Blend option are not saved in the sahder code, only the parameters effects. In your game when you go to use some code you have to set manually if this one have X angle or some blend effect.

  • BrokenTV, Matrix effect, Snow and Raining discovered/added.

    https://instagram.com/p/5hvR07gL-M/

    Is incredible all the things you can do with this shader, and still i have to add some general deformations.

    Hope the people find more interesting things to add as presets for other users, and for me of course! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Any idea when you will release this ?

    When it's done!

    Really, see you the empty zone of the right part of the editor? well, when is filled with more options will be released . Or maybe leave this zone for add presets in the new updated that can be discovered by the people.

    If all works well i hope to release the Shader Editor the next week .

  • Updated the editor with 2 new presets that ncludes Rain and "Hot Cave".

    Here a video showing the last additions:

    https://instagram.com/p/5gtA3ugLwb/

    Image of all the presets included in the Shader Editor:

  • Hi guys

    just want to share my last wip with you, using normalmap shader.

    https://dl.dropboxusercontent.com/u/48232504/test/index.html

    Hey looks great! thanks for share!

  • Because i not have the enough skills if not i will made something like that.

    Seems is a Seamless texture added in a sphere, i guess in C2 using the Sphere effect or the Crystal ball one, and add a light/shadow to get the final effect.

    Also with a X/Y coordinate change of the texture you can get it rotating like a real one.

    At least i think actually is possible create a "planet template" editor using what i said. After that the people "only" nedds to get the seamless terrain texture they want to use for the planet. An that with programas like FilterForge or similar not have to be too complicated.

    I made this using NormalMaps and the FilterForge texture:

    https://dl.dropboxusercontent.com/u/659 ... index.html

    For the other type of rotation using sphere/crystal ball i guess comething like a real planet can be done, hope to do some test soon.

  • donan So the new files created works correctly in both?

    So, i guess in the new files you are using the same events conditions for X/Y coordinates, right?

    In the new files are you using families too? If not, can you use Families like the .capx to see if this is the problem?

    Can you post the .capx file on that NormalMap Extended works on both FIrefox/Chrome to see the differences, please?

    Maybe there is also an option on "Project properties" that i marked/add on the examples that when you create a new one they are disabled.

    If none of this things changes i don't know what more can be :S .

    donan Will be great if you can try all that to see in what moment the NormalMap stop working on FireFox to avoid the problem.

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  • donan I'm using firefox 39.0 and works correct so i guess maybe is not for firefox, but if works on chrome i not understand. BTW, actually Chrome have the best capabilities of HTML5-WebGL.

    I guess in NW.JS works correct? . Really i don't know, in my case works on everything except Opera Browser but because have the worst Html5-WebGL compatibilities. In the rest works the same.

    The capture is from the Livedemo or from a compilation made with the .capx ? If you can please try the capx or create an entire new proyect with an image with normalmap and try if works.

    I guess tomorrow i will create some .capx to see if is problem of the LayerToCanvas. Without them continue working in case you not use scrollTO. So when i release this live demos/capx will see if there is any change or simply is there something wrong in firefox that i don't know.