403 posts
Discord: PatrykPL24#9289
Clans: NeoBlitz
Creator Points: 000
Favorite Level: Osiris by Jakerz95
Hardest Demon: Pow X
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Post by PatrykZX on Jan 12, 2019 9:53:51 GMT -5
Basic concept: Post processing trigger would apply an effect to the entire game screen (except for the HUD). Like alpha trigger it would have a "fade-in" timer that you can set.
Effects:
- Tint: You can tint the screen with your typical color wheel. - Saturation: You can desaturate or saturate the screen more with the saturation slidfer. - Contrast: Same as above, set contrast with a slider - Brightness: Also same as above, but with brightness. - Perspective/Lens distortion: It distorts the screen ("Bends" it). You can choose how the screen will be distorted and how. - Chromatic Aberration: If you don't know what that is, search it on google. It would have a slider to set how strong it is. - Motion Blur: You could set how strong it is (Unsure if it's a good idea though). - Vignette: As above, it you don't know what it is, google it. You can set how strong it is, how big and color. You could also set it to blur the part where the vignette is located. - Blur/Pixelation: Really unsure about this one, could be eaisly abused to make annoying gameplay.
Thanks for reading, see you next year.
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307 posts
Discord: cosmon #3311
Favorite Level: Mosaic by Darwin and more (10*)
Hardest Demon: Deadlocked
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Post by cosmon on Jan 13, 2019 10:15:59 GMT -5
All of these are already covered by existing triggers.
Saturation-Colour trigger Contrast-Colour trigger Brightness-Pulse trigger
The rest can be done if you're good at GD art, there are plenty of objects to make these effects. I can see what you're trying to say, but you should do more research in the future :-)
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Post by Cuck_gmd on Jan 13, 2019 13:28:16 GMT -5
All of these are already covered by existing triggers. Saturation-Colour trigger Contrast-Colour trigger Brightness-Pulse trigger The rest can be done if you're good at GD art, there are plenty of objects to make these effects. I can see what you're trying to say, but you should do more research in the future :-) Give the OP some credit, maybe SOME of these are covered by existing triggers, however it would not affect the player, particles, etc. Sure if you're good at art you can spend 100000 objects making a fade in motion blur effect, create each object a little blurry, a little more blurry, medium blurry, very blurry etc. but that wouldn't be very time efficient and would probably cause lag/crashes from the huge amount of triggers you would need. Try to be more positive and open minded when reviewing ideas, the OP obviously put thought into the ideas presented. You could use that argument to justify not adding the move trigger or rotate trigger, because you can place the object in each position for every frame, and make it toggle off the current object and toggle on the next object on every frame, so it looks like it's moving, but having move and rotate triggers would obviously be better. In fact you could use it to justify not adding ANYTHING apart from a few core features. Although it's possible in theory to do many of these things with clever art and special tricks with triggers, adding them properly would actually make it possible to use them in practise.
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307 posts
Discord: cosmon #3311
Favorite Level: Mosaic by Darwin and more (10*)
Hardest Demon: Deadlocked
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Post by cosmon on Jan 13, 2019 21:34:22 GMT -5
I wasn't saying it was a bad idea :-P
I think they could be somewhat optimised in GD, but not really a seperate trigger.
Thanks for your constructive thoughts, I am new at this. I will try to give more credit in the future.
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