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The Screenshot Thread

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This is OpenGL GLSL shaders acting as a post-processing effect for RPG Maker bitmaps.

Bx3R9Op.png


The @sprite1 bitmap of scene_title here is ran through this fragment shader on launch:
C:
<div class="c" id="{CB}" style="font-family: monospace;"><ol><span style="color: #339933;">#version 130

in vec2 st;

out vec4 frag_colour;

uniform sampler2D basic_texture;

 

<span style="color: #993333;">void main () {

  vec3 colour;

  colour = texture( basic_texture, st ).<span style="color: #202020;">rgb;

  colour = mix( colour, <span style="color: #cc66cc;">1.0 - colour, st.<span style="color: #202020;">s );

  frag_colour = vec4( colour.<span style="color: #202020;">rgb, <span style="color: #cc66cc;">1.0 );

}

I've been looking around and it seems no-one is interested in 3d/post-processing shaders in their RM games these days (I guess engines like Unity make it easy to do these effects so people are going there now), therefore I am calling it a day and leaving it at that. Can't for the life of me figure out how to get the back buffer copied from the game into the shaders, so it's stuck as a bitmap post-processor anyway.

Anyone know how to get the game screen as a bitmap? Perhaps the fully composited map bitmap?

EDIT: Ah, figured out how to get the game screen buffer
8k6NGJx.png


That is a real-time shader running at 60fps
 
Here's a very simple post-processing shader, rendered in real-time.
jMe8jpM.png


Download Demo

The shader takes a 2x2 fragment block sample (Half resolution sort of) and then rounds the rgb values of the colour, so it results in that old-computer graphics mode.

The BBC micro had the same style colours with it's colour mode (Albeit the secondary colours were dithered on that machine)
 
Jason":1vjfo50p said:
.. You could make the BEST underwater levels with that!
That's what I was thinking, and you could also do heat waves on desert levels or run a shader on a parallax image on tree-tops to make the effect of leaves swaying in a forest, the applications are rather broad.
 
Looking good!

Xilef, that's amazing, especially that there's no significant loss of framerate after all that. I can't wait to see it put to good use.
 
This looks rather beautiful.
A testament to how truly beautiful XP is.
There is one tiny thing I'd like to point out though:
ynoE4z8.png

You've missed the "corners" those mountain bits.
The arrows in purple point to bits that are fixable by having those sections of the tree as events and then having the corners as normal.
The arrow in red is a bit where I don't really know how you'd fix that, but I thought I'd just let you know about it.

To be honest, those are only small things that bug me a little. The map looks fine without fixing that, I doubt anyone would notice it anyway. I'm just weird.
Edit: You've also missed one next to the girl with the purple hair. You could again have the flower as an event and the corner as a normal tile.
 
GyNYvrB.png

It's progress. I know theres a lot of empty space, but I lack the motivation at the moment to complete that map.
I think I'll start working on some other maps.
 
origamirose, that screenie is really good, gives a really peaceful vibe.

I would say however that you should look at using some non default characters, purely cause with maps this beautiful you wont want to put people off by slapping aluxes' ugly mug into the game.

also the mushrooms growing on the log look odd. they kind of just look pasted onto the side of the log so I made a couple of event based clusters for you that are designed for that specific log and look more like they are growing from it
k2r2.png

other than that, great work.
 
Im really into mapping forests right now..
games-icon_zpsf84bd472.png
I was forced to put alot of events in this one to make it work, so tell me if you see any errors I've missed.

Im also using the mushrooms corleonis made :).
 
It looks good to me. I like the amount of nature roaming around, so long as it doesn't cause much lag, it really brings a forest to life and people don't generally go to the effort.
 
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