purplemonkey's Forum Posts

  • Yup, I'm all for this as well. Ashley just hide the option in preferences or something if you want to avoid newcomers turning off this message without fully understanding what it means.

  • An update for anyone interested. I finally did get this effect to work with animations on export.

    All you have to do is:

    * Open sprite editor of the object you are using effect on

    * Set export image format to JPG and apply to all animations (this will disable sprite-sheeting)

    However if you are using semi-transparency in your animations you'll have to find your exported project folder, replace JPG images with PNG and edit "data.js" to look for ".png" instead of ".jpg" on said images.

    Best of luck!

  • Gigatron purplemonkey is this transparent update public yet?

    Hi ya! It's up to Gigatron if he wants to share it publicly or not so I'll just wait for him to answer this question. We did get it working as intended however I noticed that it glitches out upon exporting a project if you're using it on an object with animations. So the issue seems to be because of sprite-sheeting.

  • A lot of posts here and i don't read all of them, so i don't know if my "wish" was already suggested

    A waving-flag-effect would be great, so simulate a "real" waving flag or banner. Like the water-effect, but maybe with a fixed side/border, where is no waving-effect, and to the opposite side the waving-effect get more distortet ... ?!

    I hope you undertsand what i mean and sorry for my english

    Check out the effects Somebody made. There's one called "flag", maybe it fits your criteria?

    https://www.scirra.com/forum/nearly-daily-effects-by-somebody-neat-things-big-gifs_t123401

  • Just to quickly update anyone following this thread. Gigatron has been super patient with me and finally fixed the issue I was having. Thank you again for the help and I really appreciate the work you're doing Gigatron!

  • Hello again Gigatron I've tried the updated version. If I set "transparent" to 0 a semi-transparent sprite works as it should however black colours also seem to be transparent for some reason. If I set "transparent" to 1 the actual transparent area of the sprite is the colour black.

  • Well I guess I spoke too soon. The only issue now is that black colors turn transparent

  • Just made some modification..

    try to download again at the same location i ve sent yesterday..

    It's working! Thanks again! <3

  • Gigatron

    I hope this image explains my issue.

    Thank you again for all your hard work!

  • Thanks Gigatron! I tried it and it doesn't seem to be working with transparent sprites. Actually it kind of doesn't seem to work at all, a sphere is created but it doesn't seem to be mapping the sprite in 3D around it like it should be.

    [quote:22czvhr5]//////////////////////////////////

    //GlslSphere effect

    //webgl sphere mapping for chrisbrobs .. Gigatron

    //

    precision mediump float;

    varying mediump vec2 vTex;

    uniform lowp sampler2D samplerFront;

    uniform mediump float pixelWidth;

    uniform mediump float pixelHeight;

    vec2 iResolution = vec2( 1./pixelWidth, 1./pixelHeight);

    uniform float seconds;

    uniform float RotSpeed,xx,yy,zz;

    #define PI 3.14159265358979

    #define rotate(point,axiss,angle) vec3 axis = normalize(axiss);float s = sin(angle);float c = cos(angle);float oc = 1.0 - c; mat4 rot = mat4(oc * axis.x * axis.x + c,oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c,oc * axis.y * axis.z - axis.x * s, 0.0,oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c,0.0, 0.0,0.0,0.0,1.0); vec3 rotpoint = (vec4(point,1.)*rot).xyz

    vec2 uv (vec3 p) {

    float x = p.x;

    float y = p.y;

    float z = p.z;

    float u = atan(x, z) / (2. * PI) + .5;

    float v = asin(y) / (PI) + .5;

    return vec2(u,v);

    }

    float map(vec3 r) {

    rotate(r,vec3(0,1,0),seconds*RotSpeed);

    return length(r)-(3.);

    }

    vec3 march(vec3 ro, vec3 rd ) {

    vec3 r=ro;

    vec3 bg=vec3(0.,0.,0.);

    for (int i = 0; i < 32; i++) {

    float df = map(r);

    vec3 nr = normalize(r);

    if (df<.01) {

    rotate(nr,vec3(yy,xx,zz),seconds*RotSpeed);

    vec3 val = texture2D(samplerFront,uv(normalize(rotpoint))).rgb;

    return vec3(val);

    }

    r+=rd*df;

    }

    // return vec3(vec3(0, rd)*-2.0);

    // to do bg color mix !

    return vec3(bg);

    }

    void main(void)

    {

    vec2 uv = vTex-vec2(0.0,-0.25);

    vec3 bgcol=vec3(0.,0.0,0.0);

    uv.x =1.-uv.x;

    uv.y *=0.65;

    vec3 mc = march(vec3(0,0,-20),vec3(uv-.5,1.0) );

    if (mc.g>0.05) gl_FragColor = vec4( mc, 1.0);

    else

    gl_FragColor =vec4(bgcol,0.0);

    //fragColor = mix(texcolor, color, color.a*alpha);

    }

    This one works well with transparent sprites but if I change speed to 0 it turns invisible (and yet still somehow rotates). If there only was a way to make this one fully controllable in speed + x/y/z rotation

  • Hey Gigatron, did you ever update that "glsphere" effect to be timer independent? I tried the latest upload but no matter what I do I can't seem to pause/unpause without the effect somehow bugging out.

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  • Looking real cool, Salman

  • Here you go https://discord.gg/dDbnN

  • And this clip follows on directly from the one above.

    Very cute!

  • Would be interested to see this. Any chance someone could share the capx?

    I think it's this one although I'm not entirely sure..