I was working on this as well, jaw hit the floor when I saw this can't wait to see the next beta!
Without going through 11 pages to see if it has been suggested.
A colour blind effect would be useful
Any effects out there that provide a simple drop shadow type effect? Not quite to the level of the newest beta version with dynamic shadows, something that basically just adds an offset, dark and semi-transparent version of the sprite/object. So basically what you'd get using a drop shadow filter in Photoshop and such:
Develop games in your browser. Powerful, performant & highly capable.
some one have this effect: [Effect] Simple Glowhttps://www.scirra.com/forum/effect-simple-glow_t91788
because the links are broke t
thank you guys.
I've uploaded to that forum link.
thank you soo much blackhornet
"thehen wrote:
Blur mask shader. Would be cool to fake DOF in isometric games, or add instagram style DOF faking."
Fifth, or whatever is in line.
minor request: raster effect - ideally usable together with crt shader
Something like this one over at http://glsl.heroku.com/e#18557.0?
Alpha masks would be neat.
I sure would appreciate a curves effect similar to the already existing one (https://www.scirra.com/forum/effect-curves_t61768) for Construct Classic.
+1 for Curve, DOF and DropShadow.
Cloud effect particles if they do not already exist, fire, explosions, sparks flying, matrix effect...
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/
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.