Pixi Filter Controller - fancy screen effects by pixi (MZ version released!)

KaYsEr

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how do I target an actor with an effect in battle? glow seems to work on the map but not battle unless im doing it wrong
I think this is written in the manual, a different kind of ID.


Maybe I'm asking something completely different, but is it possible to apply a mask to the filters?
Yes it's something different and not possible in that plugin from what I see, even though the "displacement" filter relies on some kind of mask, since you need a "reference sprite" for the displacement, maybe this is why it's so troublesome to implement yet.

You remind me about how amazing a mask system would be in MV, I had one in ACE and it was very powerful to simply use pictures to create very rich effects.

Let's say for example a waterfall, it's one of the most effective way to create one, since you have to simply scroll a water texture sprite on a "reference greyscale" sprite at the right position above the player.

I used that technic to create the fire in this video back when my game was on ACE:
Well, now for this specific effect I'd rather go with this topic's plugin and a displacement filter to create the flames, if it becomes available in the list of filters, but it seems @Isabella Ava also has trouble to add it.
 

Tsukimi-neko

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Sorry Guys!
Recently I had no time to reply questions and support my plugins, and this situation may be continue to next month or so on. :kaoswt:
I'm sorry!

>>lonewolph
sorry, I'm not good at battles (both playing and designing), so I can't support good targets...
You can only specify the direct id of characters(or enemy), or to the current character.

>>Arise
I think maybe no, sorry. But you can apply filter to a sprite, and mask the sprite; this may do the thing.


>>Isabella Ava
>>KaYsEr

Well, I just finally added displacement filter into it!
Thank you for waiting. It's a hard work for me to figure out how to achieve it. (or maybe I was just too lazy...:kaoback:)
To use Displacement filter, one has to put the displacement image named 'DisplacementMap' under img/pictures/.
(If you want to use other names, you can change the name from plugin's parameter)

The filter-list image also updated, so you can take a look at what parameter displacement filter has.
I think KaYsEr can make the 'floating flag effect' by this.
Please tell me if there was a bug. Thank you!

>>KaYsEr
Thank you for always answering questions and give me wonderful suggestions. You really helped me a lot.
Also, your work in Ace is amazing ...! It is enterprise game quality.


-----
For notification. I replied in the above post.
 
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lonewolph

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i cant get the glow effect to appear in combat with any method
 

Tsukimi-neko

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>>lonewolph
I knew where the problem is. You can't specify target in battle. (can't use 4xxx in battle)
I will make battler be selectable in future update, please wait for a while.
 

Isabella Ava

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hi @cji3bp62000 i tried the displacement filter but it seem the filter only run once on screen. How to make it keep repeating?
 

Tsukimi-neko

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>> @Isabella Ava
Well that was weird... I should have dealt with this problem...
Does your displacement map image have a width and height of power-of-2? (such as 256x256, 512x512 )
 

Isabella Ava

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>> @Isabella Ava
Well that was weird... I should have dealt with this problem...
Does your displacement map image have a width and height of power-of-2? (such as 256x256, 512x512 )
@cji3bp62000 oh, if i resized the map image to power of 2 then it works normally.
Before i tried with 890x715, and it seems the map had just slided once on screen :|
Can you explain the rule that the displacement Map work? (is it just looping horizontal + vertical?)
 

Tsukimi-neko

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>> @Isabella Ava
Good to hear it worked again.

Yes, I think it is just looping the map horizontal and vertical, I set a parameter wrapMode of the map sprite to 'repeat', otherwise it will just run once.

This is the special creation of displacement filter:
Code:
   Filter_Controller.prototype.createDisplacement = function() {
       var s = new Sprite(ImageManager.loadPicture(TKMDisplacementMap));
       var f = new PIXI.filters.DisplacementFilter(s);
       SceneManager._scene.addChild(s);
       return f;
   };
(custom displacement filter-controllers will also come here, so now you can make your own displacement filter)
and this is the update function:
Code:
    var disp = function(filter, cp) {
        filter.maskSprite.x += cp[0];
        filter.maskSprite.y += cp[1];
        filter.scale.x = filter.scale.y = cp[2];
        filter.maskSprite.texture.baseTexture.wrapMode = PIXI.WRAP_MODES.REPEAT;
    };
It's not good to set wrapMode every time updated, but I don't know how to set an onload function of pictures.
(the wrapMode has to be set after picture loaded to be working)
 

KaYsEr

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This is great, can't wait to try the new filter! (Now I work on dungeon stuff (GFX) while waiting for MV 1.6 to be fixed ^__^")

"The displacement image name in the picture folder"? I understand we only have one single choice for that texture then? Maybe in a later version we'd be able to specify a custom name for this image so we can use different textures for different situations. That'd be even better. :) (Well it's still very fine as it is, since an "all purpose image" might do the trick for most situation.)
Thank you for always answering questions and give me wonderful suggestions. You really helped me a lot.
Also, your work in Ace is amazing ...! It is enterprise game quality.
(I jumped on MV now, no more tired VX ACE eheh)
Thank you too, you're doing great things! Maybe some day you'll be the one to create the "mask plugin" some developers dream of.
The old RGSS script I have is quite simple to use.

You specify 2 different pictures, one is the mask (a black and white picture fixed on the map) and the other is the scrolling texture, here some simple dust on orange light:
+

And then, in the game with those 2 pictures you can have the dust staying into the light boundaries:

This is super powerful to create great effects with limited cost, like using a heavy animation.

The way “displacement filter” works (using a texture mask) kind of reminded me of that great technic. The “dust in the sun light” example with RTPs here is a very basic example but in reality… Wow, endless possibilities! :kaojoy:
 

Tsukimi-neko

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This is great, can't wait to try the new filter! (Now I work on dungeon stuff (GFX) while waiting for MV 1.6 to be fixed ^__^")

"The displacement image name in the picture folder"? I understand we only have one single choice for that texture then? Maybe in a later version we'd be able to specify a custom name for this image so we can use different textures for different situations. That'd be even better. :) (Well it's still very fine as it is, since an "all purpose image" might do the trick for most situation.)

(I jumped on MV now, no more tired VX ACE eheh)
Thank you too, you're doing great things! Maybe some day you'll be the one to create the "mask plugin" some developers dream of.
The old RGSS script I have is quite simple to use.

You specify 2 different pictures, one is the mask (a black and white picture fixed on the map) and the other is the scrolling texture, here some simple dust on orange light:
+

And then, in the game with those 2 pictures you can have the dust staying into the light boundaries:

This is super powerful to create great effects with limited cost, like using a heavy animation.

The way “displacement filter” works (using a texture mask) kind of reminded me of that great technic. The “dust in the sun light” example with RTPs here is a very basic example but in reality… Wow, endless possibilities! :kaojoy:
I'm always suprised by your ideas!
I have never thought of the floating dust could be done by masks.

There is a filter named "SpriteMaskFilter", but also another feature "mask", both are default functions of PIXI.
So the mask effect shouldn't be too hard to make in MV; however I think maybe it is not a good idea to do those in this plugin.

It is very easy to use "mask"; I can immediately give you an example:
Code:
var spriteMask = new Sprite( ImageManager.loadPicture("mask") );
var targetSprite = new Sprite( ImageManager.loadPicture("dust") );
targetSprite.mask = spriteMask;
Maybe you can do this by yourself. (since I have no time to make new plugins:kaoswt2:sorry!)
 

Isabella Ava

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hi @cji3bp62000
actually i want to ask something more about displacement filter,
you said:
It's not good to set wrapMode every time updated, but I don't know how to set an onload function of pictures.
(the wrapMode has to be set after picture loaded to be working)
i supposed this will give a little affect on game's performance, right? Instead, can we set Wrap Mode as an parameter of displacement filter?
Also, Is there anyway to change displacement Image mid-game? (i think i can replace image name with game variable :| but is there any better way to do this? like we will input the name as an parameters of Displacement Filter?)
 
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Did you solve this problem already? My friend understands a bit more here. I think he will help you if it still actual.
 

KaYsEr

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@cji3bp62000 Thank you for the code snippet, indeed I heard that PIXI can handle masks natively and this is great. I'm sure we can do crazy stuff with that, I will take a look asap. Hopefully one day we'll have a convenient plugin for an easier management too. Good job, thanks for eveything!
 

Tsukimi-neko

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Did you solve this problem already? My friend understands a bit more here. I think he will help you if it still actual.
Do you mean do something when picture is onload?
I would love to learn how to do it! Maybe your friend can give me some keywords, and I can search by myself.
(in order not to bother your friend too much)

Thank you!


hi @cji3bp62000
actually i want to ask something more about displacement filter,
i supposed this will give a little affect on game's performance, right? Instead, can we set Wrap Mode as an parameter of displacement filter?
Also, Is there anyway to change displacement Image mid-game? (i think i can replace image name with game variable :| but is there any better way to do this? like we will input the name as an parameters of Displacement Filter?)
I can add an additional command to change the map name by plugin command in future update. (I currently have no time, sorry)
If I figured out (if DanielleLittle25's friend could tell me) how can I set onload listener, I can remove wrap-mode setting from the upload function.


@cji3bp62000 Thank you for the code snippet, indeed I heard that PIXI can handle masks natively and this is great. I'm sure we can do crazy stuff with that, I will take a look asap. Hopefully one day we'll have a convenient plugin for an easier management too. Good job, thanks for eveything!

>> Isabella Ava, KaYsEr
Thank you always giving me feed-backs, I will do my best to make the plugin better!
 

Tsukimi-neko

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2018/03/13 minor update:
update embedded PIXI.filters to v2.6.0
no any changes on functionality.

in PIXI.filters v2.6.0, it updates:
・the visual bug on iOS fixed
・support pixi.js v5
・add BevelFilter, ColorMapFilter
・other minor changes

※ColorMapFilter is currently hard to achieve in this plugin, sorry
 

Espilonarge

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I just noticed that there's no setting to only have the filter affect the "parallax" layer. Any chances of adding that?
 

lonewolph

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Did you ever fix the problem with the glow filter not working in battle?
 

Ally

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@cji3bp62000 thanks for this plugin..
Its possibile to have this color effect screen? (Like back to the 90’)
 

Espilonarge

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@cji3bp62000
Its possibile to have this color effect screen? (Like back to the 90’)
Try using the "rgbsplit" filter as that's what neon-retro based videos and games generally use to give the effect (set it with a low value to keep the split effect tight to the sprites/tiles).
 

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