Nearly daily [EFFECTS] by Somebody - neat things + big GIFs

Share your Construct 2 effect files

Post » Mon Jan 26, 2015 9:17 pm

Somebody wrote:
TiAm wrote:It's like...Somebody is in my brain...

BOOO! :D

TiAm wrote:Seriously though, all these effects are great. Thanks for sharing. :D

Thanks, I'll try to do more... in fact just did - say hello to... DOTS!

It basically lets you set every n-th pixel to show, vertically and horizontally, so it's like a very configurable scanline effect. Set the grid to 1x2 and you get classic scanlines:
Image

Set it to 2x1 and you get vertical scanlines:
Image

Or do both at 2x3 and throw some glow effects on top:
Image

Ah, fond memories of Starcraft custcenes... :)

Added to the full listing above.


And of course, the game I'm working on now is an old arcade game...and I've been trying to find a good scanline solution.

This is getting seriously freaky now. :? :mrgreen:
Don't lose your work. Backup your game with Dropbox.
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Post » Tue Jan 27, 2015 6:46 am

Cool effects!
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Post » Tue Jan 27, 2015 7:16 am

R0J0hound wrote:Cool effects!

Thanks! I do wish a pro like you gave them a quick look and deemed them ok or not, though.

For example, if I use Trim before your outlines effect then the outlines work, but are trimmed just like the sprite, but in screen-space - i.e. if the sprite is 50% width then when it's located in the left half of the screen we gut full outlines and in the right part - nothing. Weird, but then I have little idea how these beasts work under the hood.
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Post » Tue Jan 27, 2015 7:43 am

Best I can tell it has to do with the "extend-box" property in the effect's xml file. When it's 0 the texture space (0.0 to 1.0) is from the left of the sprite to the right. But when it's non zero 0.0 is the left of the screen and 1.0 is the right. Also the following effects will inherit the same texture space.

Here are all the variables that C2 sets for effects to use:
Code: Select all
pixelWidth
pixelHeight
vec2 destStart
vec2 destEnd
layerScale
layerAngle
vec2 viewOrigin
vec2 scrollPos


I think destStart and destEnd are the topleft and bottomright texture coordinates or something like that. Could be of use.
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Post » Tue Jan 27, 2015 7:49 am

Cool, thanks for the info, this seems really helpful. I have some more shaders in mind - one way to overcome that problem would be an "inline" effect, I just cannot figure out how to draw "in" a color based on alpha.

Also while searching on the web there's barely any decent beginner's material for fragment shaders, especially for "pure" ones, not linked with vertex shaders. The SDK has that little example and that's it, I guess. Somewhat tough without experience...
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Post » Tue Jan 27, 2015 8:53 am

Alright, thanks to R0J0's hint I fixed up another Shader - Flag (aka Snake)!
Image

Since we have some limitations it will work properly with a certain type of image, but when it does it's a rather neat™ effect.

Added to the main thread.

PS. Hey, @TiAm - the game has either flags or snakes, right? :D

PSPS. FISHIES!
Image

PSPSPS. Add a little sine for height and you can get some rather neat effects:
Image
What I like about this is that you get perfect seamless looping within the given time. So you could probably go crazy with the shaders - capture the result and have some neat looping animations.
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Post » Tue Jan 27, 2015 1:34 pm

candle image loop is cool, thanks for sharing your effects.
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Post » Tue Jan 27, 2015 1:58 pm

Thanks @Somebody!
They will be usefull for sure.
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Post » Tue Jan 27, 2015 3:36 pm

These look great. Thumbs up for big GIFs.
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Post » Tue Jan 27, 2015 3:38 pm

@frcol, @totoe - thanks, guys.

ramones wrote:These look great. Thumbs up for big GIFs.

Seeing is believing :D

I have more ideas for these, just need to figure out the math and we'll be seeing more neatness. Also - excited to see what you guys come up with.
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