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Re: Afterimage shader

PostPosted: Thu Oct 21, 2010 9:35 am
by madster
[quote="buddy40":1yc26i63]Anytime "No" is followed by "Unless" says quite a bit...[/quote:1yc26i63]
It says I'm willing to reconsider.

Note how I follow Unless by another no.
So.... really, no.

Re: Afterimage shader

PostPosted: Fri Oct 22, 2010 12:07 am
by newt
[quote="Yarfapet":w94tebgl]What about a behavior? Would it be capable?[/quote:w94tebgl]

Yes.
Fade works nice.

Re: Afterimage shader

PostPosted: Fri Oct 22, 2010 8:13 pm
by madster
wow fade is a good idea.

Spawn copies of your player sprite, with input disabled, frame set to the current one and animation speed set to zero. :D sounds good!

Re: Afterimage shader

PostPosted: Fri Oct 22, 2010 10:31 pm
by toralord
Fade works well to for this.

Re: Afterimage shader

PostPosted: Sat Oct 23, 2010 7:46 am
by lucid
damn, I kept trying but I just couldn't find it
I don't remember who posted it, but someone posted two examples in a single thread of shadow trails like this
I think they might have even used the akuma sprite.
one of the examples just had a simple fade out, and the other one used plasma for a really crazy looking version of the same effect,
I tried a few search terms, but couldn't find it, does anyone else remember this?

Re: Afterimage shader

PostPosted: Sat Oct 23, 2010 8:48 pm
by toralord
[quote="lucid":3bxjmi7m]damn, I kept trying but I just couldn't find it
I don't remember who posted it, but someone posted two examples in a single thread of shadow trails like this
I think they might have even used the akuma sprite.
one of the examples just had a simple fade out, and the other one used plasma for a really crazy looking version of the same effect,
I tried a few search terms, but couldn't find it, does anyone else remember this?[/quote:3bxjmi7m]


It was QuaziGNRLnose the link here. but the link to his caps are dead. Sorry
viewtopic.php?f=17&t=2495&p=19050&hilit=plasma#p19050

Re: Afterimage shader

PostPosted: Sun Oct 24, 2010 7:31 pm
by toralord