Hello everybody, it's there anyway to make this Studiopolis effect work in Clickteam fusion 2.5? I think this is a shader thing... Take a look:
https://www.youtube.com/watch?v=3OCrhfeFsJw
(JUMP TO 1:15 TO SEE THE EFFECT) Thx :D
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Hello everybody, it's there anyway to make this Studiopolis effect work in Clickteam fusion 2.5? I think this is a shader thing... Take a look:
https://www.youtube.com/watch?v=3OCrhfeFsJw
(JUMP TO 1:15 TO SEE THE EFFECT) Thx :D
it looks like a XOR or OR applied to the "window" image in front of the other items
How do something like that?
Sorry for DP. But someone can help me? it's for my Sonic fan game... well, I don't know how code a shader effect but... I think the code goes something like this: Make the active transparent >> if something pass through this active, this object transform in something that only show the background around his pixel sprite... maybe like this:
http://i.imgur.com/Ulebt37.png
There are 2 sonic's, one before go through active, one on active...
I haven't solved it for you, but this might help.
For the window, I used two actives - one with semi-transparency and a yellow color, and one with semi-transparency and the add shader. There must be a way to punch a hole in the window, but the best I could come up was using the invert background shader, which does a decent approximation.
It would be easy to get sonic to switch to a different effect when he runs near a window (or switch to a different sonic altogether, as you suggested). But you'd still need to deal with what happens when half of sonic is over the window and half is not. That's probably possible, but I have no idea how it would be done
have you even tried experimenting with normal effects. it doesnt look very complicated at all.
Yes, I tried... but the result is not good as I wanted to be honest.
Oh, thank you for the help. This is a interesting effect that "do" what I wanted for a moment, but no 100%. I think it's possible too with a shader effect specifically created for this... but still, i have no idea how to do it too... I was searching for something on internet, like a shader or something like this effect, but for my surprise, there's nothing about this. If they pick this shader and edit it making Sonic outside the active normal and inside this active "inverted", this should solve my problem. (But i think this edit gonna be only for the glass active, not the player)
if you're fine with inverting colors,
there's Looki "invert background" shader that does exactly that:
http://lukasmeller.com/mmf/shaders/
quick example:
Attachment 22478
edit: whoops, just realized it was already suggested above,
but perhaps applying this to the "window" could fit your need?
I think what Soniku needs is a shader that can punch a hole in a particular layer or object. Then, sonic could punch a hole in the window, but not effect everything else.
mm perhaps the "Hole" shader then :)
it's in the "shaderpack2" pack (/effects)
always in above Looki link
seem to remember it can cut a circular hole
but sonic would always need to be a "ball" while in there..
I guess you mean the "hole" must have "sonic" shape XD
would probably need to customize a bit the shader then
I had a try of that, but it puts a hole IN sonic, rather than in another object. I guess you could put the mask on the window and use code to line it up with sonic each frame.
What would work best would be a mask of some sort. But none of the "mask" shaders seem to work that way
Hole shader XD
Well, I have this shader but never used and i don't think this shader gonna make it for me but customize him could make me change this idea. When I talk about this shader effect on Sonic, I always think about the mirror active sprite in front of him because I think the effect come from him, look how Sonic sprite change his animations, look the others sprites, all behind of this active object and making the effect work.
Well, I think the best thing to do after all is making a shader who act on active like this image is suggesting. Look on Sonic sprite with those sparks around him, all sprites when behind this active make the effect work, even the scenery sprite behind him. So it's safe to assume that every sprite behind this active can suffer the effect but the effect don't come from the sprites but from the active in front of them.
http://i.imgur.com/txteF6f.png
I don't know how but I think it's a little more complicated than inverting the colors.
I see, I didn't carefully watch the video,
so the window shows a cut through of the background
(which is different from the regular background)
and you can't apply some add/sub effect to the sprite because it can't quickly switch without having an ugly "transition" moment
(unless you hide the transition behind some pillar..)
Perhaps I've a simple idea that could work...
I've put up a shader doing something "similar"
but it won't parallax the background
(it could possibly be done.. I'm definitely NOT a shader expert XD)
shader files:
Attachment 22482
how it works:
1) apply the "cut through" shader to your "window" object
2) place a full black object behind the window
3) put your "background" texture inside the shader parameters (click "edit" in the texture image)
that's all!
see example with shader applied:
Attachment 22483
Well, this don't make it at all but I think it's great for me. For sure, won't display the parallax but I think it's cool if I put a cool sprite on window active and a great "fake" parallax image when the player come into this. Thank you for the help. <3
(Also, can u post here some links to find some shader stuff or something like that?)
Nice work schrodinger.
Thanks danworth!
@ Soniku:
I thought in the end it was pretty easy adding a parallax effect to the shader,
so here's another version with additional parallax feature, if you want:
Attachment 22489
example (only showing horizontal parallaxing):
Attachment 22490
should be closer to what you were after.. perhaps X)
You mean shader documentation or shaders themselves?Quote:
can u post here some links to find some shader stuff or something like that?
Looki's huge (and awesome) packs are linked above,
Darkwire Software (Phi) made this great list in his website here:
https://sites.google.com/site/mmf2stuff/shaders
Looks like you pretty much nailed it, schrodinger!
Thank you very much! That's exactly what i need it! Also thank u for the link, I didn't know how much cool shaders existed for clickteam fusion. You made it, schrodinger! <3
Edit: Hey, I think I got an ideia! Can you make this parallax effect on the yellow glass frame and make the player sprite transparent when come through? Because I think I figure out this is how Sonic Mania do this effect!
Edit 2: Well... I was thinking, if you make the player sprite transparent when come through the frame, the black color would display... this would only work if the black color was affected with this transparency too... Is this possible? If don't, can u make the yellow glass frame with this parallax effect? Because I was looking on the studiopolis video and see the windows image "moving"
EDIT 3: OMG I DISCOVERED HOW IT WORK, OKAY, IT'S VERY SIMPLE! MAKE THE PARALLAX EFFECT WORK ON TEXTURE IMAGE AND YELLOW WINDOWS FRAME, BECAUSE ALL THEY DID IT HERE WAS JUST THIS EFFECT AND A SPRITE OF STUDIOPOLIS PARALLAX ON THE VIEW OF THOSE WINDOWS AND WHEN SONIC PASS THROUGH, THE ORIGINAL "IMAGE" REFLECT ON HE! LOOK AT THIS IMAGE (yes, i'm very excited hahaha)
http://i.imgur.com/i3os7YY.png
EDIT 4: After watching like 8 videos of studiopolis, this parallax only have the X move, there's a way to make the parallax move even if Sonic is not touching it? because this is essentially how it work!
Good spotting.. I think you're right!
Here's the updated shader:
Attachment 22501
you simply need to put the glass image in the "texture" parameter of the shader (edit button)
the window object graphic wont' be used at all, only the texture will be used
example:
Attachment 22502
(perhaps there's also some y parallax in Sonic?)
for the parallax code see the example,
but you may need to customize it basing on your game,
in short you need to input a floating point value in the ox (and if you need oy) parameter of the shaders,
(as well as coefficients or the thing won't scroll X))
while this parameter grows the texture scrolls
in the example I've taken the player position relative to the left and right screen borders,
but since you will have scrolling, you'll have to take some other "fixed" references inside your frame
try experimenting, I'm sure you'll get to a result!
What's the best way of syncing the texture parallax to the screen scrolling? I'm using @Volnaiskra VolCam and need to match up the scrolling of that with the coefficient of a background layer, and the example doesn't use screen scrolling?
Here's an update to the effect thanks to the genius of shader guru @north it just needs this one event and you can plug a layer's matching coefficient directly into the shader for it to work with scrolling: Attachment 27131