Author Topic: Natashi's Stuff  (Read 1818 times)

Natashi's Stuff
« on: September 28, 2016, 08:58:30 AM »
[Boss's Background-Bendy Effect-Thing]
(First Edition) link
(Second Edition) link
It's not perfect, therefore it isn't cancer.
Just include example.txt and call it. First parameter is the parent object, second is color ([R,G,B]).

[Unreal Tale of a Bootleg Cupid's Excessive Blood Loss]
My contest entry for the Len'en 1 contest.

[A terrifyingly short Aunn script]
It's more like a package test than an actual script :v
« Last Edit: July 08, 2017, 03:07:11 AM by Whatever »


  • The Terrible Bullet Dodger
  • ^ This is a meme. Praise it. ^
    • I have a Youtube account!
Re: Natashi's Stuff
« Reply #1 on: September 29, 2016, 10:27:45 PM »
It may not be perfect, but it doesn't lag the game, which certainly surprised me.  :V

10/10 nonetheless!  :D
Looks like I don't need a signature either...

Dark Kitsune

  • Code Fox
Re: Natashi's Stuff
« Reply #2 on: September 29, 2016, 11:07:46 PM »
Looking at the code, it looks like it was just made from the sample wave effect with some magic numbers thrown in, a couple variables renamed, formatting changed a little and comments replaced with your own? Oh and a color parameter, I guess that part is useful.
« Last Edit: September 29, 2016, 11:09:50 PM by Dark Kitsune »

Re: Natashi's Stuff
« Reply #3 on: September 30, 2016, 08:13:35 AM »
I just noticed that if the source of the wave goes near the edge of the screen, the wave would try to bend something outside of the STG field inside, creating a black void.
Version 2 will be coming right up.
By the way, thanks for the positive feedback.

Re: Natashi's Stuff
« Reply #4 on: September 30, 2016, 09:10:43 AM »
Wave Effect version 2 is now available.

Re: Natashi's Stuff
« Reply #5 on: February 03, 2017, 01:04:01 PM »
Updated with my latest script.

Re: Natashi's Stuff
« Reply #6 on: July 08, 2017, 03:19:58 AM »
[Point Filtering Shader]

You've probably tried to scale a small image up a lot in dmf at least once, and saw how ugly it got.

^ like this

So I've created a way to fix it by forcing the image filtering from linear(blurs pixels if scaled up), to point(does not blur if scaled up)
by using some shader divinity.

Side-by-side comparison starring Iesua:

I've already wrote some explanation on how to use it at the top of lib_pointFilter.dnh, have a great day scaling up sprites.

« Last Edit: July 08, 2017, 03:22:05 AM by Whatever »