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878443 Posts in 32923 Topics- by 24333 Members - Latest Member: blackarm

May 21, 2013, 10:38:53 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Technical capabilities of Game Maker in regard to following...
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AlexMdle
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« on: May 08, 2012, 01:18:17 PM »



This image is a vertically scrolling background and I have a few questions about the things I want to do with it in GM:

Can I continously shift the hue, so that the coloration moves horizontally?

Is it possible to add enemy sprites that are basically just hue filters?

Is there any way to do Mode7-like things with the background, like making it bend and wobble?
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epcc
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« Reply #1 on: May 08, 2012, 02:38:26 PM »

afaik you can't do hue shifts without shaders. you can try to prerender them, though.
you can do enemies with different colors, just make the original grayscale and render each enemy with draw_sprite_color or whatever gamemaker has.
I'm not sure about mode 7 thing. gamemaker has 3d mode, but it's sketchy and idk how well it plays with the 2d stuff. It should be doable somehow.
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Fallsburg
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« Reply #2 on: May 08, 2012, 03:01:25 PM »

Well, I'm not a GM person, but it would be possible to do the hue filters without shaders using some sort of blitting method, assuming that you had access to the buffer that you were blitting to.  I think that in GM parlance it is known as a surface, but I could be wrong.
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Polly
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« Reply #3 on: May 08, 2012, 04:50:34 PM »

Can I continously shift the hue, so that the coloration moves horizontally?

For that particular effect you could probably get away with blend modes. Check out this demo.

Is there any way to do Mode7-like things with the background, like making it bend and wobble?

You can do Mode7 ( which is basically 3D ) yes .. bend & wobble sound like scanline effects though, which you could "simulate" using tessellated primitives.
« Last Edit: May 09, 2012, 01:00:57 PM by Polly » Logged
Geeze
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« Reply #4 on: May 08, 2012, 10:42:35 PM »

Bending is possible. I have made a tutorial about it.
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AlexMdle
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« Reply #5 on: May 09, 2012, 05:13:45 AM »

Where can I find it?
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Geeze
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« Reply #6 on: May 09, 2012, 06:47:24 AM »

http://forums.tigsource.com/index.php?topic=22155.0
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Polly
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« Reply #7 on: May 09, 2012, 09:14:30 AM »

Personally I'd advice against the technique Geeze proposes as it comes at a significant performance hit. Whereas a tessellation based solution is relatively cheap.


Yes, that's the fps in the corner Wizard
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thatshelby
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« Reply #8 on: May 09, 2012, 10:09:07 AM »

Thaaaaaaaaaaat's cool. Tutorial?
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Geeze
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« Reply #9 on: May 09, 2012, 10:57:45 AM »

Thaaaaaaaaaaat's cool. Tutorial?
Seconded.

Although using scanline methods might be useful for other effects such as waves.
What GM functions that tesselation method uses by the way?
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Polly
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« Reply #10 on: May 09, 2012, 01:06:11 PM »

Tutorial? It's really easy.



Simply render to a surface and then apply the surface texture to a d3d_model that has the desired deformation applied to its vertices ( not the texture coordinates ).
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AlexMdle
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« Reply #11 on: May 09, 2012, 03:51:00 PM »

Thaaaaaaaaaaat's cool. Tutorial?
Seconded.

Although using scanline methods might be useful for other effects such as waves.
What GM functions that tesselation method uses by the way?

Where can I find out more about scanline effects?
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Zaphos
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« Reply #12 on: May 09, 2012, 04:08:02 PM »

Although using scanline methods might be useful for other effects such as waves.
iirc Aquaria(?) does waves by essentially what Polly is describing -- just move the mesh vertices with in a wavy motion.
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