well sh*t, it works beautifully!
finally i get it. at least i think i do <img src="smileys/smiley36.gif" border="0" align="middle" />
now its just a matter of trial and error to get the blur values just right but thats easily and quickly done. i already started thinking that i could make a top layer, scroll 0, stretch a sprite over the layer, make a transparent hole in the center, set position to player, use that blurmask effect someone made here, then apply this code to be used on the blurmask opacity, for example, sprite speed less than 20 px/s ---> set blurmask opacity to 0, and so on.. that could work really well!
this also raised another question:
could this be implemented on making 2 layers with different scroll rates communicate with each other, considering the collisions and overlapping? i remember seeing a thread long ago where this was briefly discussed, but couldnt find it.
another thing: do you have any idea why the built in motion blur is so frigging heavy? its kind of a shame too, since it looks really good.
the reason i got caught up on this was because i recently bought the new doom 3 bfg edition, and while it may not be as solid as all the mods for the original(i wouldnt know, i havent gotten the best mods to work), what really struck me was the added motion blur, that looks just absolutely stunning and delicious, combined with the rock solid no less than 60 fps. the fact that the blur affects everything else but the players hands and weapons gives the picture a surprising amount of depth
and looks really great.
but anyway, thank you so much for educating me on this matter, instead of just giving me a simple code, now i understand what it does <img src="smileys/smiley20.gif" border="0" align="middle" />
ill be sure to give you credit whenever i get something finished with construct, once again its nice to see theres helpful people around here!
<img src="smileys/smiley41.gif" border="0" align="middle" />