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Topics - laserhosen

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Shared Resources / Shaders! Shaders galore! Shaders for all! (gif heavy)
« on: September 10, 2016, 03:29:27 pm »
I've been learning how to work with shaders recently and thought I'd share what I've been able to do so far. Shaders are still a bit of a black magic mystery to me, but I've learned enough to be able to port a few common shaders. I've included a .stencyl file so that you all can play around with them, alter, use them in your games, etc. I've only tested them on my PC, but they all run 60 fps for me!

First up is the Shockwave Shader! Clicking on the screen creates a shockwave. Customizable amplitude, refraction, and width.

Next is the Magnify Shader. This is just an adapted version of the Stencylpedia magnify shader that uses your mouse location to draw the magnification. Adjustable circle radius, minimum zoom, and maximum zoom.

Next, the Radial Blur Shader. This creates a radial blur that gets blurrier the further away from the mouse.

Also include are 6 other shaders. These include in clockwise order starting from the top left:
Posterization Shader. Limits the amount of colors drawn to screen. Customizable number of colors.
LED Shader. Gives the screen an LED look. Customizable LED size and LED brightness. Most numbers look odd!
Sketch Shader. Gives the game a black and white sketched look. Customizable intensity.
Thermal Shader This converts colors to give a thermal imaging appearance. Lighter colors get converted to red, oranges, yellows and darker colors get converted to greens, blues and purples.
Emboss Shader. Gives an embossed appearance to the entire screen.
Pixelate Shader. Creates a pixel effect. Customizable pixel amount.

I'll be adding more shaders as I go. I currently have a chromatic abberation, a vignetting, a tilt shift, a  glitter, a CRT effect, and a Gameboy-esque pallette swap shader in the works that I'll have finished soon.

Hopefully I can explain this well enough. I'm making a game with lower res pixel art and I'm trying to maintain a certain graphical fidelity. However, I'm running into a problem with sub pixels when the game is run at full screen and actors are rotated. Here's an example using Nuclear Throne and Enter the Gungeon as placeholders of what I'm trying to do.

On the left is how each actual game looks when an actor is rotated. Notice the gun on the bottom and the sledgehammer on the top. The pixels keep the same size when rotated. This is what I'm trying to accomplish.

On the right is how things would look in Stencyl if running at full screen or a higher scale than 1x. Stencyl simply just rotates the actor and creates new pixels based on scale.

I would like to keep each pixel the same size (nearest neighbor?) as if it were running at 1x.  I've imported the art at 1x, so 1x is the max scale and pixel snapping is on but that only seems to apply to non rotated actors. Is there any way to force the 1x resolution or to change the resolution of the monitor at runtime so that it keeps the pixel size?

Hey everybody! My wife and I made a little game for the Indie Game Maker Contest this year called Flower Child. This is our first game ever and we'd appreciate it if you gave it a look, a play, a vote... anything really! You can download the game and vote for it here:

Flower Child is the story of Meadow, a carefree, young spirit who suddenly finds herself lost beneath the pastures she once wandered. Rife with narrow cliffs and slippery sludge, she navigates the darkness using her agile limbs and quick reflexes.  Armed with a single water-blaster, she must transform filth into flowers, lest she get stuck in the mud. But with the blossoms rapidly wilting below her feet, can she make it?

Flower Child is a run, jump, and shoot platformer game that involves guiding your character, Meadow, through a dark and dangerous cave. Meadow can only travel atop ground covered with flowers. Luckily she's able to create flowers after recovering her water-blaster. WASD controls Meadow, while the mouse aims and fires her water-blaster. P pauses the game.

Mini Postmortem
Flower Child was created over the course of 17 days. The contest allowed for a whole month, but we didn't hear about it until after it had started. We were also away on vacation, so we had to wait until getting back home to start working on it. Overall, we are mostly happy with how it turned out in such a short time span and for being our first game. We were able to work on the game most days for at least a few hours a day. For the most part, I made the behaviors myself and did not use any of the pre-packaged behaviors. The art is also our own, but the sound and music came from Creative Commons sources.

If we were to have had more time, we would have focused more on creating new areas with gradually increasing difficulty. Unfortunately with the time constraints we had to bring the scope of the game down. As it is now, with only 16 levels, it's more of a taste of what the mechanics could be. Originally, I wanted to make a Metroidvania like game with a large interconnected world where you unlock new water and flower growing based abilities to further explore the world. It also would have been nice to implement more sludge based enemies and bosses that destroy the flowers you create. We also would have liked to improve the overall look and polish of the game, with more variety in the scenes and character movements.

The theme of the contest was "Growth". We went quite literal with it because you can literally grow flowers with your water-blaster, allowing you to further traverse the levels. Overall, we learned to better manage our time and to have a clear course of action over the course of the game jam. It was an overall positive experience and it was great to have a game made by the end of it. We may continue to improve and work on Flower Child and see if it can make it on Steam Greenlight, but right now I'm working on my own little personal project that I'd like to start sharing in the near future.

Thanks for reading!

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