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Demo GameDev Meta: Henshin Main!! :D The code uses a canvas clip region and requestAnimationFrame for maximum quality and efficiency. (It's better live.) I assumed you meant HTML canvas! Even if you didn't, other rendering engines (such as Android's 2D rendering pipeline, which you might have meant) also support hardware-accelerated clip regions. The ...


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To achieve this effect my friend has created a custom sprite, we played around with all sorts of sprites and you can customize this part to your liking. The shader I've written for this effect, takes in the sprite, makes the sprite grayscale, uses the color to make a colored version and uses the grayscale version together with the colored version to color ...


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First off all, try it, see the results, and work from there. With that said, what you want is jittering, but let's be specific... Keeping in mind that we are talking of a 2D game, the main effect is translation, you want to mainly add noise to the position of the camera. Realistically, it is both translation and rotation, however, but the rotational effect ...


3

Working implementation using Ankos method: canvas.drawBitmap(depressingBg, 0, 0, null); canvas.save(); radius += 400*thread.getDelta(); // expansion speed Path path = new Path(); // draw around player position path.addCircle(player.x, player.y, radius, Direction.CW); canvas.clipPath(path); canvas.drawBitmap(happyBg, 0, 0, null); canvas.restore(); Thanks to ...


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you can make this effect by dissolve in world space. (I explained the world space in this post) let's Implement this shader: Masking Objects by World Space you can make array of positions and sizes in shader and use world space to fade them. we also have to signal to the shader that these variables will be modified from outside, hence the uniform ...


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This is what I came up with after an hour of playing around. It doesn't look exactly like the effect from the video, but it's a start which could easily be tweaked to get pretty close (seen from the side, not from below): I did this by creating a VFX graph and controlling some of its parameters with a timeline. The VFX Graph Let's first look at my VFX ...


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Particle effects which are procedurally calculated by the game engine have the advantage that they can interact with the world: Particles which collide with objects can either bounce off or disappear. A precalculated animation would just pass through any obstacles Particles emitted by a moving object can stay where they are while the object moves on. This ...


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It may be achieved by following: add a glow sprite with additive blending mode (since it was introduced in Phaser 2.0 on March 13) and combine it with masking (you can find article on PIXI about masking here). So, the workflow: - you render all your foreground objects, that need to be affected by glow to mask graphics - render background and all foreground ...


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You could find the distance traveled per frame and then draw the stamp texture in all the positions along the line segment calculated. For example: vec2 prevPoint; // contains the previous position of the moving object vec2 currentPoint; // contains the current position of the moving object vec2 direction = currentPoint - prevPoint; double distance = ...


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One possible solution would be to actually curve the terrain model. If your game/physics engine wouldn't support this while the character (I assume there is a character) is on the ground, then you could have two models, one with curvature and one without, which you could switch between based on some sort of altitude threshold (supposedly the curvature of the ...


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I'm afraid there is no "correct" solution to this problem without using multipass rendering, which would probably be awfully slow. What you can do is draw an oriented hemicircle in both ends. See the picture below: This should give pretty good results overall. Where this approach fails is when the laser is pointing towards the camera, especially if the ...


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That disintegration effect is clearly some complex shader work, and the hologram shader on 3D models from your first link may be tricky too, but everything else is easily done with a cubemap and/or additive blending. For the computer monitors, that's just a standard texture in a material with additive blending. For the freeze effect, that can be done with a ...


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