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Thread: Sonic Mania Studiopolis Effect

  1. #11
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    Volnaiskra's Avatar
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    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

  2. #12
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    Quote Originally Posted by schrodinger View Post
    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

    would probably need to customize a bit the shader then
    Hole shader
    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.

    Quote Originally Posted by Volnaiskra View Post
    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
    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.



    I don't know how but I think it's a little more complicated than inverting the colors.

  3. #13
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    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 )

    shader files:
    Cut_through.zip

    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:
    Cut_through.mfa

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    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.

    (Also, can u post here some links to find some shader stuff or something like that?)

  5. #15
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    Nice work schrodinger.

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    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:

    Cut_through_parallax.zip

    example (only showing horizontal parallaxing):

    Cut_through_and_parallax.mfa

    should be closer to what you were after.. perhaps

    can u post here some links to find some shader stuff or something like that?
    You mean shader documentation or shaders themselves?

    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

  7. #17
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    Looks like you pretty much nailed it, schrodinger!

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    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!

    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)



    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!

  9. #19
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    Good spotting.. I think you're right!

    Here's the updated shader:

    Studiopolis.zip

    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:

    studiopolis.mfa

    (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 )
    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!

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    Smile

    Quote Originally Posted by schrodinger View Post
    Good spotting.. I think you're right!

    Here's the updated shader:

    Studiopolis.zip

    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:

    studiopolis.mfa

    (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 )
    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!
    Thank you so much for help me! Now everything is perfect to make it on my fan game!

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