Posts by Chloe

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    Agh, okay now it's doing something frustrating, and I don't know what exactly is causing this, but here:
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    It's like if it's a gradient, it does the averages but if it's not, it just ignores it all together and just takes the information of the image that's on top

    Oh my gosh yes, that works so much easier than the nonsense I was doing, I put every other effect as the layer effect except that, because for whatever reason I probably didn't even pay attention to how you had it set up in the example lol, ah again, you're amazing, thank you so much!

    If I put it on another of my projects with lighting already set up maybe it'll make more sense, actually
    This is what it looks like with the subtraction method, it's got just an overlay of 'darkness' and the lighting as a separate object that follows the mouse, the lighting works as it's supposed to but the shading isn't quite what I want
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    Adding your shift shader, after it shifts it forgets all of the color information and grabs whatever one it is currently, so if you darken two separate shades, eventually they all become the same shade, so when light is added it doesn't actually add light, it just shifts all the complete darkeness up
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    This grid should also demonstrate what it's doing that I have a problem with
    Note: This is what happens when a pixel is touching 2 separate lighting objects, when the pixel removes itself from the lighting objects it reverts to it's original pixels only then
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    Nevermind I just thought of a workaround. The problem was once I add in shadows, I would not be able to light them back up, if that makes sense.
    The way I have the vision cone set up, it's all one image, just a big annoying block that fills the whole screen, not very efficient but it works. I can just do the same for shadows, as it is the way I'm doing level design for this it appears I'm going to be manually putting the shadows in, I can just do them the same way as the vision, just have the lighting and the shadows as one object thats animated. We'll see how that works!

    Yup, the red seems to do the trick for transparency.
    One last thing (ahg sorry), and I'm not sure if this is possible, but like this:
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    Is there a way to make it so that lighting image cuts out the lighting image below it (like the subtraction method)? as it is, it modifies the pixel as it is, but would there be a way to get it to modify the original color of the pixel?

    If it's lighting you want to do you can do it with a layer effect. Here's a simple video demonstrating it Please login to see this link.


    Yee, that's a good technique, I love it! I used that one in this game
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    Yeah, that's definitely the method I would usually recommend, but in this particular case it was not an option, since a method was needed that would work with a limited palette of colors that are not evenly distributed, without introducing any additional shades (in particular, without making the darkest shade any darker than it already is). There are of course, workarounds - for example, the game could be made using a palette of evenly distributed shades, and then color correction used at the end (after lighting effects etc).

    Having said that, since the resolution and color count are too high for it to look retro and gameboy-ish, I think it actually looks more like an old black and white movie (still a nice effect), and so it doesn't necessarily benefit from the limited palette.
    Using 5 colors is actually being pretty decadent anyway. The gameboy gives you 4 for backgrounds, but only 3 for sprites (the 4th being transparent), and that's all you need - you have your highlight, midtone and shadow colors, and you can use a different color for most of the background, so that your sprites stand out.

    On an only vaguely related note, it's funny how with all the high-tech cameras and video editing we have nowadays, movies have actually (for the past decade or so) gone backwards from glorious technicolor to what is almost black and white now - but instead of only using shades of grey, they only use shades of teal and orange (watch Bladerunner or just google "orange teal movies" if you don't know what I'm talking about). I'm glad that video games don't seem to have been afflicted in the same way, but at the same time, it might be cool in some cases, and if done well - imagine if between the gameboy and the gameboy color, there had been a version with an 8-color fixed palette, containing 4 shades of teal and 4 shades of orange...

    Mmm, indeed. I'm less interested in making things exactly like the gameboy and more going for the feelings it gave me. Despite the fact that there weren't many horror titles for the gameboy (in fact the only one I can honestly think of off the top of my head that comes close is Metroid 2), the imagery was still unsettling at times. The 4 colors I chose look great but I'm not sure if those colors really 'authentic' or not, but I do like it. I think the dither effect looks great even though the stuff up there I just threw together really quick. We'll see how the look evolves as I polish this up more.

    This is what I was talking about with the transparency problem
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    it seems to just register whatever color is set to be the transparent color rather than having no impact on the color change at all

    Yup, didn't really need much doing to fix it up, it's looking great (tried adding some quick stuff to see if lighting will work, it does, and looks phenomenal)
    The one issue I'm running into is transparencies will still have an effect on the tiles below, is there a way to fix that?
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    Figured out the error, it was just a few color issues with several 'similar' colors getting into my art somehow agh, making sure the colors were exact and consistent fixed it, not an error on your part agh, thank you so much! I've been worrying about trying to figure this out for months.

    Seems to work like what I need, and much more simplistic than I was thinking it was, there's one ****ing creepy error:
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    The lightest color seems to render as the darkest, I poked around the shader file and I couldn't make heads or tails of it enough to fix it o:

    the desired effect is a mockup, I'm already capable of doing the overlay example.
    The desired effect actually has two, it's just difficult to see, anything in the middle is just the default palette, the one in the marquee section lowers every color in the palette by one shade, and the area on the outside lowers every color by two shades
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    Doing this should also handle lighting as well
    This isn't quite how I want it (also I'll have to animate it) but this is just something I threw together so you get the idea
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    But this might be more useful and illustrate what I want much better
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    Any pixel that falls under each of those specific colors will change to the color in it's corresponding slot that palette (that palette actually has 5 colors instead of the standard gameboy 4)

    EDIT: Just saw your post MuddyMole, I'll check it out and see if it's what I need

    Hey everyone,
    I was wondering if anyone could help in getting this effect?
    Just something where I can apply a mask that takes the pixels within a certain color and moves it down x amount of shading levels?
    The closest thing I could find to doing this was looki's color replacer shader, but I can only manage to figure out how to do simple fade in/fade outs with that.
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    No, I don't want it to be the shape of the sprite, the rectangle is fine. I figured it would do the rectangle over the visible pixels, not the edges of the canvas. I also figured I could do "Same as first image" and get it to do the collision detection box I made on the image. But, apparently it still factors in the animation information. Lame.

    I've usually used the technique you're talking about, I just figured this new engine could handle embedded collision detectors.

    There were a few other factors I didn't consider.
    I use a custom animation engine, and created the object from the start and it is a box shaped object.
    Here's the MFA. :o
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    To get the animations to work, you'll need to create a data folder with the source code and create an ini file called "Animations List.ini"
    then add these lines in a text editor:
    [idle]
    Start=2
    End=5
    Loop=Yes

    [strikeFrontLeft]
    Start=6
    End=9
    Loop=No