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In java you can use an RGBImageFilter and a FilteredImageSource to change the individual pixels of an image before you draw it. Image screen = //render screen to image if(timeSinseStartWarp>0){ ImageFilter effectFilter = new Warpfilter(timeSinseStart); screen = createImage(new FilteredImageSource(screen.getSource, effectFilter)); }


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I would recommend an animated Projector. You'd simply configure the IgnoreLayers property to ignore your player. And you could animate the effect with a simple script to modify the UV offsets of the material you use. One thing to remember is for every object a projector is projected onto an extra draw call is issued (just like a light), so use them ...


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Yes, it can. A simple way of doing so would be to just set the particle size to "Random Between Two Constants" as described here, choosing two constants that work for you, and using the texture sheet animation module to refer into a texture where each row represents the animation of a particle (and setting the "Random Row" checkbox). You could also just ...



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