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 Blur Effect

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XXDreamBrotherXX



Posts : 842
Join date : 2012-06-15
Location : Australia

PostSubject: Blur Effect   October 2nd 2013, 9:36 am

Hi guys, I'm just wondering how the effect in the gif below is achieved.
Is it possible to code something like this? (afterimage?)
Or does it have to be made in photoshop/gimp, etc?
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Mach3



Posts : 70
Join date : 2012-10-19

PostSubject: Re: Blur Effect   October 2nd 2013, 9:50 am

OK, here's what looks like they did. They did the standing animation, then simply took that same stance and set it off by like -1, 0, 1 in the x-axis, -1, 0, 1 in the y-axis (not necessarily in that order) in another animation file of the character, with the time between each frame being about 2 ticks. They set the "shaking" animation to have the a1 option on (transparency) and layered that behind the single standing animation. You could code this to be done in-game if you wanted quite easily.

The in-game coding would best be effected by using the shaking animation as being an "Explod" that is bound to p1. The explod itself is simply an animation that appears (I say this for newbies), so by setting the explod to be the shaking, "alpha-fied" animation, you easily achieve the desired effect here.
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O Ilusionista



Posts : 713
Join date : 2012-05-16
Location : Brazil

PostSubject: Re: Blur Effect   October 2nd 2013, 11:22 am

No.
Use a helper, which will bind to the char, and will use the same animation and frame of the char.
Then you make its position random.
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Mach3



Posts : 70
Join date : 2012-10-19

PostSubject: Re: Blur Effect   October 2nd 2013, 11:46 am

No, Ilusionista, that is not going to work. Looking at that sprite, it is clear to see that there is an a or a1 in the animation of the "afterimage" behind the main sprite of the character.
If you simply use the same animation and frame, he'll look stretched and there will be no transparency.
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