Yes :)
You just need to send a depth texture to the effect
Hi shamanforest, the effect in question is called Depth of Field, it is a little more complex than normal blur. This library does not offer this feature, but Post-Processing FX has exactly this effect:
One of the uses of Managix is that you can enter a room and load only what that level needs to function (sprites, audio, etc.), and after leaving the room, these things are released from memory, leaving you free to use in another level / room - You are responsible and have full control of what is loaded/unloaded. Besides, Managix allows you to save and load buffers, useful for saving and loading game progress, localization files, settings and countless things. And all of this is compatible with all platforms, you just need to setup once :D
One of the biggest problems in unoptimized games is the lack of memory optimization, which can make your game crash,
especially on mobile platforms and consoles, with limited hardware .
Managix is a modern, wide-use asynchronous memory manager that aims to optimize your game’s memory usage, loading
resources only when necessary . You have full control of this with Managix, plus several useful features!
I loaded the entire League of Legends map inside GameMaker!
With Managix, you can drastically optimize memory usage in the game:
For more info:
No, and it should not, sorry. There is a big problem with libraries out there, which is the attempt to do "everything in one", making the asset full of things that not everyone will use, a mess. Post-Processing FX only needs this for Bloom and Sunshafts (it's optional), and only for 2D games, so it is not included. 3D games can have the HDR surface. This asset exists because GM does not yet support it natively :)
Hello, yes you can;
The CRT effect is made using a combination of the effects that Post-Processing FX gives you. You can mix it up until you get there (for example: Lens Distortion + Scan Lines + Vignette + VHS, etc).
Note: If you need Dot Matrix stuff, this is a work in progress. But you could use the FX_TextureOverlay() with "multiply" blendmode to achieve this.
Thanks ^^
Yes, other engines already have a big monopoly, especially Unity (which even has a similar model license for assets made in it - like URP), so I'm using the same tactic.
I just released a pixel-perfect water shader with reflections for GameMaker! 😍
One of the biggest problems with most water shaders in GameMaker is that they have resolution issues. This is not the case here, the shader works in any resolution condition, be it application_surface, window, camera or viewport!
It's very easy to use and allows you to just drag it into the room and you're ready to go! It's also highly customizable, so it looks amazing in your game!
Check out all the details below:
Hello, Noahtroduction, I'm glad you like it :D
The most correct way to do this is using HDR.
This way, you can select exactly which pixels will glow (with bloom and sunshafts), independent of the layer, in addition to getting better performance, than applying an entire system to a layer, just for sunshafts and Bloom. I have another library that handles this, if you're interested.
The purpose of the library is to render the effects in a way that doesn't harm the pixels directly (like in the example images), so it is necessary to have the Bloom effect separately in fact, which is not included. This library is not something you apply to objects, but the whole screen (this done automatically). So yes, it is a facilitator, which can be used with Post-Processing FX, for example.