Iavra
Last Activity:
Jun 7, 2019
Joined:
Apr 9, 2015
Messages:
1,797
Likes Received:
856
Trophy Points:
113
Gender:
Male
Birthday:
October 25

Share This Page

Iavra

Veteran, Male

Veteran

Particle engines are a pain...i've written a few hundred lines of utility functions and there's barely anything to see... Jan 18, 2016

Iavra was last seen:
Jun 7, 2019
    1. Roar
      Roar
      I have a problem with Iavra gif. Everything's ok sometimes and sometimes there's a black screen instead of the animation. How do I fix this?
      1. Kes
        Kes
        Please do not use Status Updates to ask Support questions, that is not their purpose which is meant to be 'lighter' - random thoughts, odd bits of info, stuff like that. Please post in the thread for that plugin. Particularly as anwering your question would require a lot more detail than you've given.
        May 28, 2018
        Roar likes this.
    2. Espilonarge
      Espilonarge
      Would it be possible for you to update your Particle Engine plugins? They're severely outdated considering they're over 2 years and a lot of PIXI's functions have been changed since then.
      1. Kes
        Kes
        Please do not use Status Updates to make requests of this sort, that is not their purpose. They are meant to be much 'lighter' - random thoughts, odd bits of info, things like that. I suggest you post in the thread for that plugin.
        May 9, 2018
    3. Alessio__O
      Alessio__O
      Iavra I've used your plugin in a free game called "The End of Warren's House" you can find and download or try at www.nbgstudio.com/en/
      This is for credit your amazing work! Thank you so much!
      Alessio Corridori
    4. Iavra
      Iavra
      Seems like i got caught up again and will be really busy for some time...i know some guys are waiting for me to review and/or fix some bugs, but i don't know, when i will be able to -.-
      1. taarna23
        taarna23
        Welcome back! Kinda I think?
        Oct 24, 2016
        1 person likes this.
      2. Rishi Raj Jain
        Rishi Raj Jain
        @Iavra I have sent you a Pm please Reply
        Nov 19, 2017
      3. taarna23
        taarna23
        Nov 19, 2017
    5. CreatorsWay
      CreatorsWay
      hey larva can you tell me how to use your gif plugin? i need to know it step by step like where to put the plugin commands how to do it for battlebacks and all. please if you could tell me
    6. Iavra
      Iavra
      No internet at home for the last few days and it's probably not getting fixed until next week.


      What am i going to do with all this time? :o
      1. Val
        Val
        Writing new great plugin :) or updating old one :D
        Oct 7, 2016
    7. Iavra
      Iavra
      Sorry to everyone waiting for an update to my plugin. It's basically working, but i'm kinda busy and the new PoE season starts tomorrow, so i'm pretty much out of time :D
      1. 1 person likes this.
      2. taarna23
        taarna23
        If you post what you got in plugin development, I can look at it (before I get impatient and start trying to process how those light effects work on my own) and lend a hand, hopefully.
        Sep 2, 2016
    8. Iavra
      Iavra
      Pixel-based shadows are making a lot of problems, lately :/ I'm pretty confident, that i could do per-vertex lighting, though (see here: http://ncase.me/sight-and-light/).
    9. Iavra
      Iavra
      Programming is kinda hard, when you are watching Netflix at the same time :D
      1. 3 people like this.
      2. View previous comments...
      3. Alexander Amnell
        Alexander Amnell
        @taarna23 Well considering you're from Canada and the animation is also from Canada...I'm going to go out on a limb and say we're thinking of the same show. My older two love it (the younger two still being a year or so out from caring what's on tv yet thank god) but it just gives me ageist thoughts and makes me rethink my whole "no televisions in bedrooms" rule.


           Though on the plus side, I do find that I'm more productive overall during times such as those where I don't have control over the television.
        Aug 17, 2016
      4. taarna23
        taarna23
        Show? Nah, we mustn't be thinking of the same thing (mine: rear end in a top hat judge from The Wall).


        My daughter got a TV and DVD player when she was around 3. Her father and I could not handle seeing Shrek again. Sanity was at stake.
        Aug 17, 2016
        2 people like this.
      5. Alexander Amnell
        Alexander Amnell
           Yeah, what I'm referring to isn't so subtle, as it's literally called: The day my butt went psycho.


           We learned our lesson and threw out the dvd players in a similar manner, but for us the culprit was Finding Nemo, can't tell you how many times I've been forced to listen to/sing the just keep swimming song.
        Aug 17, 2016
    10. Iavra
      Iavra
      Has anyone so far started working with WebGL filters in RMMV 1.3?


      It seems like vTextureCoord in PIXI v4 now also takes the overall position of the sprite into account, meaning the filter behaves differently, when the sprite moves around.


      I don't recall it being like this in older versions, which really throws off the filters i've done so far...
    11. Iavra
      Iavra
      So, apparently WebGL filters in 1.3 work completely different from before...someone has a working polar-rectangular conversion for me? :p
    12. Iavra
      Iavra
      OW has been released, my life is over...
      1. 2 people like this.
      2. AwesomeCool
        AwesomeCool
        yep.


        The legends state that I am still playing...
        May 24, 2016
    13. Iavra
      Iavra
      I need to make some modifications on an application i wrote 4 years ago. Find myself wondering more and more why i did it the way i did and would like to rewrite the whole thing :D


      It will get replaced sometime soon, though, so i need to do it with minimal effort.
      1. AceOfAces_Mod
        AceOfAces_Mod
        What application you wrote?
        Apr 18, 2016
      2. Iavra
        Iavra
        An internal monitoring application for our SIB (IBM service integration bus).
        Apr 18, 2016
    14. Iavra
      Iavra
      adhesive medical strips Maker MV coming soon?
    15. Iavra
      Iavra
      Migrating all our Java projects from Ant to Maven, while having to maintain backwards compatibility. Much fun...
    16. Iavra
      Iavra
      I kinda lost all incentive to do something with MV, now :( Basically all of my ideas require WebGL filters, that won't work in the current PIXI version and i'm way too lazy to modify/rebuild the engine (also, i generally want my plugins to work for everyone, not just me).


      Simple plugins or generic RPGs don't fancy me and i've already rebuilt the particle engine like 7 or 8 times, so i've probably seen everything there's to it.
      1. 1 person likes this.
      2. View previous comments...
      3. Iavra
        Iavra
        You don't mean One Finger Death Punch, do you? ^^
        Feb 29, 2016
        1 person likes this.
      4. Iavra
        Iavra
        PIXI 2.2.10 didn't solve the filter issue, so i opened a thread in the MV Improvement forums.
        Feb 29, 2016
      5. Marquise*
        Marquise*
        Actually it is Kong Fury: Street Rage





        BTW; it is the REAL video resolution over your computer! (ain't story mode tought!  Real good feel of Arcade mode and Nintendo cardrige.)
        Mar 2, 2016
    17. Iavra
      Iavra
      Seems like i've come to a dead end with my lighting. There are 2 problems i can't solve:


      - Unless i want the shadowcasters to be fully shadowed, themselves, i can't make them visible, as light (and shadow) are drawn on top of them.


      - MV's PIXI version has some serious bugs with filters, that receive other textures as uniforms (like the AlphaMaskFilter). I just can't get it to work with the correct coordinates.


      If i wanted to create my own game, i would probably build a new engine from scratch at this point, recycling some MV parts and PIXI v3. Since i don't want to, i will probably go back to the particle engine...at least that one works.
      1. 1 person likes this.
      2. Iavra
        Iavra
        I could actually solve the first issue by calculating the shadow for each caster separately (only during the first pass, i can merge afterwards) and exclude the original texture, so casters behind each other would still be shadowed.


        But this won't work, because the AlphaMaskFilter is bugged beyond repair and i can't seem to find a WebGL blendMode to subtract one image's alpha value from another -.-


        I think i'm giving up at this point.
        Feb 28, 2016
        1 person likes this.
    18. Iavra
      Iavra
      Just changed light bulbs on my car...1 hour working blind with just enough space for a single hand. About 0° C and windy. I think i deserved a warm chocolate, now :D
      1. 1 person likes this.
      2. View previous comments...
      3. Iavra
        Iavra
        I'm not even finished, since there's another light, than needs to be changed. It's probably easier to explain in german:


        Meine Abblendlichter hab ich gewechselt, allerdings ist das Standlicht auf der Beifahrerseite kaputt, und da komm ich von oben nicht ran. Also müsste ich das Rad abmachen und die Abdeckung vom Radkasten öffnen, was mir persönlich zuviel Arbeit ist. Ich warte lieber, bis ich Reifen wechseln muss, die sowieso ausgewuchtet werden müssen. Dann können die in der Werkstatt auch gleich die Lampe wechseln.
        Feb 27, 2016
      4. Hollow 1977
        Hollow 1977
        Great Job!
        Feb 28, 2016
      5. Marquise*
        Marquise*
        Yes you do!  And BTW... nice feat!
        Feb 29, 2016
    19. Iavra
      Iavra
      Aaand i'm back to square 1...my code works as long, as it's used as a shader, but as soon as i use it as a filter, i'm seeing nothing at all -.- But i need to use filters, because shaders are bugged and can't deal with additional texture parameters.


      If any is interested (i guess not), that's the GLSL code so far to perform polar-rectangular-conversion on a texture:


      #define PI 3.14

      precision mediump float;
      varying vec2 vTextureCoord;
      uniform sampler2D uSampler;

      void main(void) {',
      vec2 norm = vTextureCoord * 2.0 - 1.0;
      float theta = PI + norm.x * PI;
      float r = (1.0 + norm.y) * 0.5;
      vec2 coord = vec2(-r * sin(theta), -r * cos(theta)) / 2.0 + 0.5;
      gl_FragColor = texture2D(uSampler, coord);
      }

      There doesn't happen to be any math and/or WebGL crack around here, who know what to do? :D
      1. View previous comments...
      2. taarna23
        taarna23
        Ohh, I see. Seems weird, but I suppose it makes an odd kind of sense. I wish I could help, because I could really use what you're trying to do here!
        Feb 25, 2016
      3. Iavra
        Iavra
        GLSL itself isn't that hard, but i haven't found a real explanation for the math part, anywhere and it seems like shaders behave differently than filters. For an example, y coordinates in shaders start at the top, while filters start at the bottom.


        Since i don't know, how exactly the math works, i can't even start to properly convert it from one system to the other and end up randomly throwing numbers around.
        Feb 25, 2016
      4. taarna23
        taarna23
        Well, sometimes that's programming. Just try things and see what happens. That's what the guys at work do to me. Go change this. It's in that giant codebase somewhere. You'll get it.
        Feb 25, 2016
    20. Iavra
      Iavra
      1. 1 person likes this.
  • Loading...
  • Loading...
  • About

    Gender:
    Male
    Birthday:
    October 25
    First Language:
    German