Gigatron's Recent Forum Activity

  • i'm having problem trying to use any of th fx available

    SVP envoyez-moi le lien du .capx que vous utilisez, afin que je regarde ce qui ce passe ..

    A bientôt

  • It would be nice if it worked like scrollx, and scrolly.

    This is a demo I have with tilemaps on layers with parallax:

    https://dl.dropboxusercontent.com/u/666 ... index.html

    Ok i understand and will work for do that.

    Thx

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  • Mr newt

    this is an special plugin like behaviours objects which executed every tick, it's just a test for my plugin knowledge and for

    c2 users projects..

    i can do to interact with an events... what commands would you like ??

  • Hi L&G

    After lot of efforts and studying all plugin in C2 plugin folder i made it; 5 layers 2D Starfield for your space games projects.

    I know you can do this with C2 but, to make C2 easy as possible without any Event i decided to do this.

    0 Event need for this plugin ; so you must just add this plugin in your project and the stars will scrolls

    in desired directions ...

    left,right,up and down:

    X_Speed for Hotizontal negative val to inverse direction

    Y_Speed for Vertical negative val to inverse too.

    Number of stars : 50 for each layers multiplied by 5.. 50*5= 250 Stars !

    And 6 Style of colors:

    Live demo:

    http://gigatron3k.free.fr/html5/C2/plugin/2dstarfield

    This plugin is 95% done... just wait a bit ..

    Have Fun

  • Is there a version without the Protracker plugin. I don't like to use many plugins for C2 because after some time, with updates and all, things could end up broken.

    ... there are no plugin on shader file (fx) , i just included protracker for live demo.

  • Edit : you are right .. if you use many shader at the same time;

    Solution is use 2 or max 4 fx.

  • Good matriax ; congratulation ...

  • Don't know , this fx done by matriax..

    He can easily add a variable for selecting cards...

    If(cards==0.0) then ....

  • Yes I am here ; ok for unknown reason some ST shaders are not running on some GFX cards ...In other word some

    gfx cards emulate shaders a bit differently ..

    In this case : replace in triangle function : for ATI Cards like me:

    btw: i am not an expert on shaders

    float triangle(float t){
    		
    	//return (fract(t)-flamesP) * sign(fract(t / 2.0)-.9);     <---- replace this line 
    	return (fract(t)-.5) * sign(fract(t)-.5);                            <---- by this one
    
    }[/code:2wk7qmif]
    [img="http://gigatron3k.free.fr/html5/C2/FX/fire.png"]
    Running on firefox 
    Regards
  • Good job ;

    I am sure if you study (only) glsl during 1 month 8 hours a day you can do what you want ...

    Dont forget the Word VECTOR =variable but defined in space .... 2D/3D/4D

    good luck

  • Ok here is the file to C2 users.. Study change run, run run ... until you understand what you do.. and you win the fight !

    http://gigatron3k.free.fr/html5/C2/FX/burning.rar

    Have fun ..

  • Absolutely there is a solution... The human brain has no limit ... to code you must think like an ALIEN ...

    The burnfx is not simple cause it's using NOISE Texture ... but if we can replace noise Texture by computed NOISE function

    the result was not bad... but my english is bad to make a tutorial..

    I can tell something easy, you can MIX all function on 5000 shader toy functions... the result is unlimited..

    http://gigatron3k.free.fr/html5/C2/FX/burning/

    So here is little tips; i am sure others C2 users are better than me .. I am an expert of delphi pascal and hate javascript, C, assemblers and other languages ...

    ST: void mainImage( out vec4 fragColor, in vec2 fragCoord ) : C2 void main()

    ST: vec2 uv = (fragCoord.xy/iResolution.xy); : C2 vec2 uv=(1.*vTex); if flipped do vec2 uv=(1.-vTex)

    To center correctly use: vec2 uv=(1.*vTex)-vec2(0.5,-0.5); here we accessed X and Y position of Vtex ..

    And Finaly

    ST: fragColor=vec4(col, 1.); : C2 gl_FragColor=vec4(col,1.0) ; 1.0 is alpha and col is declared

    like this: vec3 col=vec3(0,0,0); SO we have 3 vectors + 1 Alpha ... and

    declaration of gl_FragColor is right ... gl_FragColor=vec4(3vectors for col, and 1 for alpha) = 4 variables..

    vec4 means , X,Y,Z,W ------> like C2 gl_FragColor=vec4(X,Y,Z,W) ; we have 4 vectors variables; col=(x,y,z, and W is alpha)

    vec3 means X,Y,Z

    vec2 means X,Y

    etc........ Not hard no ???

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Gigatron

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