What shader effects do you want?

Share your Construct 2 effect files

Post » Thu Sep 25, 2014 6:00 pm

I'd love to see support for the new "Sprite Lamp" 2D lighting system that's now available on steam.

It seems to work with Game maker, so hopefully it will be easy to adapt to work with C2.

Here's the link to the project
http://snakehillgames.com/spritelamp/

And the list of supported platforms thus far
http://snakehillgames.com/using-sprite- ... h-engines/
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Post » Sat Sep 27, 2014 12:36 pm

Sprite Lamp sort of already works... but not very well. I'm hoping Finn will eventually make an official Sprite Lamp plugin that works similarly to the wonderful shadow light object and shadow caster behaviour. At the moment it isn't really usable in C2 as it is limited to a single light source, and it's quite fiddly to calculate where the light source is.
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Post » Mon Sep 29, 2014 7:11 pm

I would love to see a palette map effect where I can specify a palette and have the effect essentially "shift" the colors to their closest counterpart. I believe I found an OpenGL shader that does this being discussed on gamedev.stackexchange. Anyway, something that could remap an image to a palette would be amazing. Even if it's hard-coded, if anyone knows how to achieve this, please shoot me a PM as I am in serious need of this effect, but have never worked with custom shaders to date. Thanks much in advance!
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Post » Mon Oct 13, 2014 9:59 am

I'd like to see a simple texture effect where a texture can be selected in the left panel. This would allow textures to be applied to sprites and layers without the sprites themselves having to be textured separately; saving time and keeping filesizes down.
AVA ROWELL - simplisto.com - @avarowell - add me (simplisto) on Steam!
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Post » Fri Nov 21, 2014 2:22 pm

I would really love to see a gradient effect like the one used in Photoshop (including opacity).

I have no idea how to implement this..
precision mediump float;
uniform vec2 resolution;


void main( void ) {

vec4 top = vec4(1.0, 0.0, 1.0, 1.0);
vec4 bottom = vec4(1.0, 1.0, 0.0, 1.0);

gl_FragColor = vec4(mix(bottom, top, (gl_FragCoord.y / resolution.y)));

}
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Post » Thu Dec 04, 2014 12:28 pm

+1 for dropshadow. (both soft and hard, transparent or not)
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Post » Mon Dec 08, 2014 12:10 pm

+1 textures over sprite.

I'm interested on a 3D anaglyph effect where the original sprite gets an offsetted copied over it, one keeps the red channel while the other keeps the green and blue. Offset amount and direction should be editable.

I'd try and go at it but know nothing of these effects and shader code. Anyone care to point me in the right direction?
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Post » Tue Dec 23, 2014 9:07 pm

Hello i would like to know if someone can develop an effect like this
Image
we call that "glow" or "bloom" effect who affect the most exposed face of 3d object to a light source.
Ineed to use that kind of effect to achive my 3D ring done with the new Q3DMaster plugin, where i have to add glows on the diamonds http://mattepainting.be/test/index.html

also i dont know if it's possible to make an effect like that
Image

i really need those effect for my 3d scene, and that can help a lot of users also to achieve good effects in their games.

thank to all
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Post » Sat Jan 03, 2015 9:04 am

Color Cycling
Hello. I do not know if it is already implemented in Construct 2, but is present the Color Cycling WebGL Effect? See demo linked

http://www.chromeexperiments.com/detail/canvas-cycle/
http://www.effectgames.com/demos/canvascycle/

or like this "spectrum beam", but that follows a path:

https://www.shadertoy.com/view/XsB3zW
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Post » Thu Jan 15, 2015 3:00 pm

Ehem.. *cough*

Anyone feeling up to the task of using what is already in the Construct Classic curves effect (https://www.scirra.com/forum/effect-curves_t61768) and implement this into a curves effect fit for Construct 2? ;)
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