Updated example from this thread, special thanks to BartekB and SergioAndre
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Open a TicketUpdated example from this thread, special thanks to BartekB and SergioAndre
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Nice, thank you!!
in the current update it is now impossible to add a frame to the animation, it is simply not displayed in the game, only importing the full character graphics from the folder at once helps
yes please add a flip fuction. it will save a bunch of game resources.
I have a question: is it possible to make a realtime Qualifier disable feature for object(s)?
i tried to do the installation 3 times, all modes work correctly, except for percentage, sometimes they show the value 0.1 but then fade out. anyway thanks for the release, very cool stuff.
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I noticed a bug in the groups (OTHER group), now it's working ;D
Try copying the code again. Probably there's an "activate group..." action that got deleted at some point
i tried to do the installation 3 times, all modes work correctly, except for percentage, sometimes they show the value 0.1 but then fade out. anyway thanks for the release, very cool stuff.
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Will it be possible to remove or increase the 65500 image limit in future updates? My game is a fighting game with a lot of characters, it gets worse because I have to duplicate the second side of the sprites, and I'm afraid to quickly reach the limit. I don't really like the function of loading images due to fps delay. Thanks.
After I wrote this post, I realized that the shader from the topic cannot correctly show the 256 color palette, is there such a variant of the shader with internal storage of palettes in a row inside active object?
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The shader works fine, but I have some FPS drop when loading the palette from the hard drive, I think in my case it's better to use the shader variant from this topic, where all the palettes are already stored inside the character.
NaitorStudios sorry to ask again, but could you add a flip function to this shader as well? I mean from Warguy555.
Hi, is it possible to add the "reverse active points" option for active object? When I rotate sprites with the FlipX Shader, the hotspots are not positioned correctly on the other side. Or just add normal option to programmatically rotate/flip for animations. Thanks.
it's a very hard work, I've been working on the MK engine for over a year and I know what I'm talking about.
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Works excellent! Thank you guys, yiu are the best.
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MuddyMole Kage I've already know how to fix Alpha Dither since I did ported it to DX11 before.
After porting it, I found a user who also did a port as well but that was slightly broken so I shared mine.Also, I suggest adding a parameter that completely fills the sprite with one solid color to this new shader.
I could have the dither but I don't think old school games could do this, either they would completely fill it with a color or change the palette.
Technically alpha can be used when setting color through a workaround, so no need to a separated parameter.
thanks, now that elusive palette changing feature is finally achievable
Okay, it's done. I'm sure there's room for improvement, but it seems to work now.
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Wow, no words :O, thank you so much.
That's awesome, MuddyMole!
It's nice since we can't normally stack effects.
Let me know if you need help porting, you probably better than me but I learned a lot of tricks since I started messing with shaders.
NaitorStudios Can you please try to make a port under direct 11?
thanks, let's say I have an alternative palette ready for the character, but you can only upload one, how can I have two in the program and switch?
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Thanks. I'm not having much success...
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I really hope for a port under directX11. MuddyMole, can you please describe step by step how to make palettes for other characters like you did and how to add alternative ones? I tried to convert the image to grayscale, but I got a loss of colors. Sorry i'm a bit of a noob at shaders.
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)