[Effect] Color Fusion, formerly Color Overlay Forum Home > Construct Classic > Construct Classic Discussion > Completed addons |
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Topic: [Effect] Color Fusion, formerly Color OverlayPosted: 14 Dec 2010 at 3:22pm |
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New version.
-renamed to Color Fusion -RGB parameters expect a color value now (integer 0-255) Download link updated in the first post |
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Posted: 06 Nov 2010 at 1:42am |
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I know, I tested it against tint plus to see the exact difference. I know it's not just TP with intensity!
I'm just saying that It seems to do exactly what tint plus is supposed to be used for, but better. I geuss Tint plus is just faster. (if it's even a measurable difference, though I know TP is just a single multiplication instruction) |
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Posted: 05 Nov 2010 at 8:42pm |
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[quote="Davioware":2z9gd986]Nice effect![/quote:2z9gd986]
Thank you [quote="Davioware":2z9gd986]It makes tint plus pretty much obsolete.[/quote:2z9gd986] I know I will sound like a nitpicker now, but "color overlay" is not just "Tint Plus" with intensity The difference is pretty obvious: If you have a 100% solid blue sprite and apply "Tint Plus" with 100% red, the result is black. original[0, 0, 1] * selected[1, 0, 0] = [0, 0, 0] With "color overlay" you get dark red. original[0, 0, 1] -> grey[0.333] -> original[0, 0, 1] * 0% + selected[1, 0, 0] * grey[0.333] * 100% = [0.333, 0, 0] ![]() [quote="Davioware":2z9gd986]I recommend the name "RGB levels" or "Color fusion" for this effect. May I suggest values from 0-255 so it's easy to select an exact color?[/quote:2z9gd986] Thanks again, you're the first proposing better suited names, I appreciate it much. "Color fusion" sounds pretty close to what exactly it does. I was quite comfortable with the percentage values. But if channel values [0, 255] add to the comfort of using this effect, I will change it, of course. |
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Posted: 05 Nov 2010 at 3:22pm |
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[quote="tulamide":10v632xa]You should have tested it
It works completely different. And that's why I was afraid of the name "color overlay".[/quote:10v632xa] Yea sorry, I did test it when I got home, I just forgot to post here again. Nice effect! It makes tint plus pretty much obsolete. I know how overlay works, I just thought your effect used an overlay blending algorithm since it has overlay in the name. I recommend the name "RGB levels" or "Color fusion" for this effect. May I suggest values from 0-255 so it's easy to select an exact color? |
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Posted: 05 Nov 2010 at 8:52am |
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Though... How the heck do you think you'd go about using this effect over multiple layers? I imagine it would require a canvas, but...
Edit: I'm a complete retard. "Grab layout" does the job perfectly, the REAL problem is erasing the effect using light sources... |
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Posted: 05 Nov 2010 at 5:02am |
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[quote="Davioware":30nh93kk]I didn't test it yet, but how does this differ from a solid color sprite with overlay on top of the image? I'm just curious, not saying it isn't useful or anything.[/quote:30nh93kk]
You should have tested it It works completely different. And that's why I was afraid of the name "color overlay". The "overlay" effect is a special blend mode, that combines a multiply blend for dark areas and a screen blend for light areas. The result is a mixture of more contrast plus the mixed original and blend color. The "color overlay" effect works more like a foto filter, or imagine you wear colored sunglasses while looking at the image. It replaces a certain amount of the original color by the selected color. The result is very natural, because in real life you lose contrast the darker it gets, and "color overlay" works similar. That's why it is very useful as a post effect for day-night-cycles and such. (You could have a stormy winter night, totally black, only lit dark blueish when lightning strikes, or a bright mid-sommer day ... all with the same set of sprites.) Have a look at the differences here:
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Posted: 04 Nov 2010 at 2:53pm |
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I didn't test it yet, but how does this differ from a solid color sprite with overlay on top of the image? I'm just curious, not saying it isn't useful or anything.
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Posted: 16 Aug 2010 at 10:45pm |
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[quote="lucid":16alxvhr]I haven't learned any of this fx making stuff yet, but I had an idea in chat, is this possible:
[quote:16alxvhr]<loosemib>: would it be possible to make an effect get the colors from one sprite, like a square with a bunch of colors to the left and right <loosemib>: aligned so the left column is the "from" colors, and the right column is the "to" colors <loosemib>: and it uses this sprite to determine how to swap pallettes for the actual colorswapping sprite?[/quote:16alxvhr] using the pallette sprite as the foreground object, but retrieving color info from all the 0x locations and the 1x locations determining the from/to colors?[/quote:16alxvhr] My approach is similar, but this exact example is not possible. The reason is, that you have only access to the actual foreground object but the background is averything behind it as one display size image. You can't select certain objects from the background. The way I'm doing it is that one sprite serves as the "to" palette and changes the complete background it covers. The "from" is the actual problem. I'm still experimenting with greyscale or one of the color channels, but that would mean I need to develop an app that does the indexing prior to the game and creates special images from the source images based on the number of indices used. Sounds weird, I know, hard to explain, maybe I should just release it as test version and see where we can get with it. EDIT: hmm, maybe it is possible...let me test a bit... EDIT 2: no, sorry, the limitations of the instruction slots are too strict. What I wrote above is the only possible way. |
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Posted: 16 Aug 2010 at 10:20pm |
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I haven't learned any of this fx making stuff yet, but I had an idea in chat, is this possible:
[quote:evlok8qm]<loosemib>: would it be possible to make an effect get the colors from one sprite, like a square with a bunch of colors to the left and right <loosemib>: aligned so the left column is the "from" colors, and the right column is the "to" colors <loosemib>: and it uses this sprite to determine how to swap pallettes for the actual colorswapping sprite?[/quote:evlok8qm] using the pallette sprite as the foreground object, but retrieving color info from all the 0x locations and the 1x locations determining the from/to colors? |
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Posted: 16 Aug 2010 at 10:06pm |
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First, some useful additions, e.g. the channel swapping. We could see color overlay as the every-day-use effect (the idea was to keep it simple), whereas color overlay 2 serves as tool for pros, for the ones who need more control to tweak their colors. Really nice.
[quote="Alacorn":123cdh1r]An additional fun thing thing about the effect (also with tulamide's Color Overlay) is that the values don't have to be between 0-100% . This might not be intended, but it's again quite useful in achieving nice color effects. This is as close as I'll get to color swapping, and it requires quite a bit of probing, but the recoloring possibilities are impressive.[/quote:123cdh1r] It was connived, but the results outside 0-100% may differ unexpectedly from what one has in mind, so it is a "handle with care" I'm currently (and because of design issues probably a little longer) working on an effect, that does color indexing, meaning swapping whole palettes of colors. It works fine but is limited in the way of initial coloring, so it will take a while to figure out a good and convenient way. Maybe I'm posting a test version to see what input comes from the community. I'm not sure. |
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