[EFFECT] - GS #11 Normal Mapping

Share your Construct 2 effect files

Post » Thu Mar 06, 2014 6:31 am

We have released shader effect #11 - Normal Mapping. Please head over to our website to see the demo in action.

Image

Thanks!
GamesWarp Studio
Last edited by necromaster on Thu Mar 06, 2014 9:42 am, edited 2 times in total.
=========================================
If you are on Linkedin, join other C2 professionals and network on the Scirra Construct 2 Developer Group at https://www.linkedin.com/groups?home=&gid=6732005
B
47
S
11
G
6
Posts: 193
Reputation: 7,714

Post » Thu Mar 06, 2014 8:44 am

Made some changes to the demo program. You can now toggle the background between black and white. This is to illustrate that even with transparency, the normal mapping works. Please refresh browsers if you have already visited the site.

Thanks.
=========================================
If you are on Linkedin, join other C2 professionals and network on the Scirra Construct 2 Developer Group at https://www.linkedin.com/groups?home=&gid=6732005
B
47
S
11
G
6
Posts: 193
Reputation: 7,714

Post » Thu Mar 06, 2014 1:33 pm

How does it work with Tiled Backgrounds or Tilemaps?
ImageImageImageImage
B
157
S
64
G
41
Posts: 2,590
Reputation: 34,640

Post » Thu Mar 06, 2014 1:56 pm

As advertised I hope... let me try it out now and get back to you.
=========================================
If you are on Linkedin, join other C2 professionals and network on the Scirra Construct 2 Developer Group at https://www.linkedin.com/groups?home=&gid=6732005
B
47
S
11
G
6
Posts: 193
Reputation: 7,714

Post » Thu Mar 06, 2014 2:17 pm

Yes it does... Looks really cool too! Will paste an image shortly.

[EDIT] Below is the image I spoke about... the sprites in the foreground have been deleted... while the tiled background uses the spaceship, and the tilemap uses the default tilemap that ships with Construct 2. You can see that the upper left hand corner of the tilemap is lighted up, and so is the tiled background. I have also modified the code so that the position of the light is responsive to the position of my mouse arrow.[/EDIT]

Image
=========================================
If you are on Linkedin, join other C2 professionals and network on the Scirra Construct 2 Developer Group at https://www.linkedin.com/groups?home=&gid=6732005
B
47
S
11
G
6
Posts: 193
Reputation: 7,714

Post » Thu Mar 06, 2014 2:48 pm

In case any one does ask, the shader zip file is still absolutely free for the Scirra 2 community. If you want the zip file, just head over to our Patreon page, select to become a patron and choose "No Reward". You pay nothing - $0. Zip. Nada. And you get access to all our stuff put up on Patreon for free. But, really it's entirely up to you.

Again, thanks for your interest in this shader effect, and most importantly... have fun with it. We know we are using it in our next game - an action shooter.
=========================================
If you are on Linkedin, join other C2 professionals and network on the Scirra Construct 2 Developer Group at https://www.linkedin.com/groups?home=&gid=6732005
B
47
S
11
G
6
Posts: 193
Reputation: 7,714

Post » Thu Mar 06, 2014 2:55 pm

I'm asking because there's an issue with official bumpmapping effect and was wondering if your effect fixed that
Here's the bug post with example file to see what issue I'm talking about https://www.scirra.com/forum/r161-bumpmapping_t95603
ImageImageImageImage
B
157
S
64
G
41
Posts: 2,590
Reputation: 34,640

Post » Thu Mar 06, 2014 3:11 pm

I am aware of an inversion in the Y-axis... if you look carefully at the snapshot of code above, you will notice a "640 - Mouse.Y" instead of a "Mouse.Y" being used. I have always wanted to implement shaders that follow wherever your mouse goes regardless of whatever layerscale you are currently on. But there are some... issues with Construct 2 code.

Trust me, I have tried explaining before but to no avail. Hopefully, Ashley can see what we mean soon, or at least give us shader effect developer guidelines. I don't want to have to live through another "Adele Dazeem" type of reply. Guess, he's rather busy atm with multiplayer. So let him be. (- I need multiplayer too)

Take a look my existing code. It's seems to be working fine in the version that I released.
=========================================
If you are on Linkedin, join other C2 professionals and network on the Scirra Construct 2 Developer Group at https://www.linkedin.com/groups?home=&gid=6732005
B
47
S
11
G
6
Posts: 193
Reputation: 7,714

Post » Thu Mar 06, 2014 5:54 pm

Been playing with this for last almost an hour and it's a nice effect, but can't see how it could be used in a game.

- your effect does not respect X and Y coordinates properly
Center of the "light" is on mouse cursor only in the middle of window (att1)
Move cursor somewhere near the edge of screen and it's clearly visible (att2)

- transparency of objects are not taken into account (att3) - this point itselfs eliminate use of this effect in any game, unless you are using solid-filled sprites.
- area (range...radius) of effect is to big (att4) which produces weird artifacts in all examples I've been playing with.
- very hard to control - you can only get very bumpy (and specular at same time) effect or no specular with unnoticeable bumpiness.

Take a look at the official Bumpmapping effect: Light XYZ and intensity - and that's all you need to control everything you need.

It's not a bad effect at all, it's just not ready to be used in a game.
You do not have the required permissions to view the files attached to this post.
ImageImageImageImage
B
157
S
64
G
41
Posts: 2,590
Reputation: 34,640

Post » Thu Mar 06, 2014 5:55 pm

att continued...
You do not have the required permissions to view the files attached to this post.
ImageImageImageImage
B
157
S
64
G
41
Posts: 2,590
Reputation: 34,640

Next

Return to Effects

Who is online

Users browsing this forum: No registered users and 1 guest