Afterimage shader

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  • I would like too see a afterimage shader. I know you can do it using events, but I think a shader would be better.

  • And what does this do exactly? It would help to give a better explanation.

  • If you played fighting games, you'd know what they are. Anyway, basically it's a trail that mimics the sprite in a delay.

    <img src="http://i61.photobucket.com/albums/h53/Sodisna/Aoi.png">

  • I don't see how a shader could do this. I'm pretty sure it's not possible.

    Use a canvas instead.

    -create a full layout canvas, shouldn't impact performance at all in a fighting game with a tiny layout.

    -create a full screen object with erase, set it to 20% or so

    -always paste the erase object into the canvas so it is constantly fading away whatever has been pasted into it.

    intermittently paste the sprite when the effect is needed, the opacity of the sprite should be adjusted to 50% right before the paste, and readjusted to normal right after(the opacity tweak may not work if the paste action waits until the end of the frame, but i'm pretty sure it will work.).

  • I don't see how a shader could do this. I'm pretty sure it's not possible.

    Use a canvas instead.

    -create a full layout canvas, shouldn't impact performance at all in a fighting game with a tiny layout.

    -create a full screen object with erase, set it to 20% or so

    -always paste the erase object into the canvas so it is constantly fading away whatever has been pasted into it.

    intermittently paste the sprite when the effect is needed, the opacity of the sprite should be adjusted to 50% right before the paste, and readjusted to normal right after(the opacity tweak may not work if the paste action waits until the end of the frame, but i'm pretty sure it will work.).

    What about a bigger layout?

  • I would imagine you could do it similarly to how a motion blur effect works, just with a much slower update-rate.

    No.

    A shader only has access to the current textures. Motion blur does not have an update-rate, thus you cannot slow it down.

    Clones is the way to go.

    Unless you want the trail to have the CURRENT frame of the sprite (that is, the sprite and trail change frames at the same time) in which case I remember writing a variation of motion blur that had a trail, but that's also limited to a boundary around the sprite...... short story, it's best to use clones in that case too.

  • What about a behavior? Would it be capable?

  • Anytime "No" is followed by "Unless" says quite a bit...

    It says I'm willing to reconsider.

    Note how I follow Unless by another no.

    So.... really, no.

  • What about a behavior? Would it be capable?

    Yes.

    Fade works nice.

  • wow fade is a good idea.

    Spawn copies of your player sprite, with input disabled, frame set to the current one and animation speed set to zero. sounds good!

  • Fade works well to for this.

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  • damn, I kept trying but I just couldn't find it

    I don't remember who posted it, but someone posted two examples in a single thread of shadow trails like this

    I think they might have even used the akuma sprite.

    one of the examples just had a simple fade out, and the other one used plasma for a really crazy looking version of the same effect,

    I tried a few search terms, but couldn't find it, does anyone else remember this?

  • damn, I kept trying but I just couldn't find it

    I don't remember who posted it, but someone posted two examples in a single thread of shadow trails like this

    I think they might have even used the akuma sprite.

    one of the examples just had a simple fade out, and the other one used plasma for a really crazy looking version of the same effect,

    I tried a few search terms, but couldn't find it, does anyone else remember this?

    It was QuaziGNRLnose the link here. but the link to his caps are dead. Sorry

  • I remade a plasma fade cap.

    http://download618.mediafire.com/jh6avi ... lasma2.cap

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