Remove XOR effect?

Discussion and feedback on Construct 2

Post » Tue Nov 22, 2011 1:06 pm

Hi all,

One of the two differences between Canvas 2D and WebGL is there is no immediate replacement for the XOR effect. We can add it via a shader in future, but doing full shader effects is probably some way off. The easiest way to solve the incompatibility before then is simply to remove the XOR effect.

I don't think it's a very useful effect, it looks very weird, so I wouldn't imagine many people have used it. Has anyone used it? Vote in the poll to let me know!
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Post » Tue Nov 22, 2011 1:16 pm

If I am not mistaken, XOR effect is used for masking, for example fog of war. You could use an opaque layer and a sprite that reveals layers below.
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Post » Tue Nov 22, 2011 1:41 pm

Suggestion: Why not add a message alert (with a "don't show again" option) so the user learns that the XOR effect has limitations?
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Post » Thu Nov 24, 2011 5:23 am

If webgl is to be an option, as it may have to be with the power of two textures being an issue, I would say no to removing xor.
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Post » Fri Nov 25, 2011 12:25 pm

Is there another way to do the whole Fog-Of-War effect? If there is, sure, kill it. Otherwise, that's an option I'd like to have.
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Post » Fri Nov 25, 2011 5:28 pm

Heh, I'm actually using it right now in my prototype, but really just so I could use the same sprite to generate two different effects (normal look and xor). I could always choose another effect, but doesn't matter much to me as my Asus EEE can't run WebGL.

Ultimately I don't know enough to say whether it's needed or not...any artists want to chime in on that note? Still, if it was me I wouldn't out and out remove it; maybe a notice when you export or run layout, like 'warning: you are using the xor effect, which is not supported by WebGL. WebGL users will not see XOR sprite correctly.'

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Post » Fri Nov 25, 2011 5:30 pm

Well 3 people say they currently use it, I guess that makes it worth leaving in anyway.
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