[quote:qmmh78xa]also will you be able to give the cool map and gradient animations, which could make for some very cool possibilities.[/quote:qmmh78xa]
Not yet, however I will make an action 'set subtract texture to ' and select the sprite object. It will use the sprites current texture...therefore if the sprite is animating you will have an animating cool map.
However, the subtract texture in construct gives you a lot more options that the cool map in the flame object. As well as offsetting the texture, you can also rotate and scale it.
[quote:qmmh78xa]and are you able to make the coolmap slowly change in strength via a smooth edge or will it be like in mmf2 where you simply draw solid or transparent to define what is cooled or not?[/quote:qmmh78xa]
The one in MMF should have been smooth edge as well...I think I made it use the red channel..anyway the subtract map works in the same way, except each channel is handled separately.
Whereas the flame object was greyscale, the plasma object uses every channel of colour. So if you paste a Mario sprite onto the plasma, you will see the Mario sprite float upwards in a smoke like fashion. Should make fake motion blur easier
[quote:qmmh78xa]will u be able to change the gradient to anything you please (via the picture editor) like in mmf2?[/quote:qmmh78xa]
Currently no. However, eventually there will be a pixel shader that takes a greyscale of the thing its rendering, and maps one texture against another. This of course could be useful for more than just the plasma object. But this will require some changes to the IDE and the runtime as pixel shaders dont currently support storing their own textures. And as alpha channels are handled natively to construct, the alpha channel in the mapped texture would be used to determine the alpha of the gradient.
Anyways I got to go I think the boss is noticing....