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

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Started by Tsukimi-neko 288 posts Page 11 of 15 View original ↗
  1. @KaYsEr
    Hello! I'm glad it's still working fine.

    About the new target: only-parallax thing...
    I'm sorry to let you wait so long, and I've add the target only-parallax just now.
    you can now choose to use parallax by setting target to 32.

    But hey!
    I'm doing FilterControllerMZ right now. Though it will not support projects from MV at launch,
    the settings are more intuitive and some new features and new filters come.
    I planned to release it some day next week.

    Here's a screenshot of the new interface:
    new-commands.png
     

    @Dark Ashalia
    I think I'll remain the current version of PIXI.filters until I tested the new version being fine in MV.
  2. A couple of years back, I made mention that you can only set a displacement image via the plugins configuration. Is there still any chance of you adding it in to a plugin command in case of needing to use "different" type of displacement image for certain situations (eg = desert heatwave vs river water)?
  3. @Espilonarge
    I've got my memories back about the different type displacement image request. Sorry about this too.
    Till now, I still can't find out a clever/beautiful way to integrate into this plugin.

    However, It would be not that hard if it is a plugin-add-on (= another plugin)
    so if you don't mind, I can create another small plugin for the request. How do you think?
  4. Hey everyone!
    I've just find out that I had additional time today to create a new post,
    so I released the MZ version of FilterController!

    find out over here:
    Screen Effect Filter MZ (FilterControllerMZ)
  5. Tsukimi-neko said:
    @EspilonargeHowever, It would be not that hard if it is a plugin-add-on (= another plugin)
    so if you don't mind, I can create another small plugin for the request. How do you think?
    That's fine. Take your time, I can be patient. :)
  6. may I know if this is still active?

    I use the following battle plugin
    Tactics System 1.2.1 (Tactical Battle System)
    basically it is a tactics battle system, where battle happens in a map, but still it is Scene_Battle.(as seen from SceneManager._scene)

    $gameParty.inBattle()
    false
    SceneManager._scene
    Scene_Battle {_events: Events, _eventsCount: 0, tempDisplayObjectParent: null, transform: TransformStatic, alpha: 1, …}

    Thank you.



    EDIT: I did it after hours of struggle!!!!!!!!
  7. This is such an amazing plug-in! Thank you!

    Do you have any plan to add Glitch Filter as well?
  8. Perfecy job.
  9. Could you put the Noise effect code please? I am unable to understand how to do it. Thanks
  10. @Tsukimi-neko Hi! well, everytime i (try to) use a filter by plugin command, it zooms on the left upper corner of the screen, i've already tried use RPGMV Native script for unzoom but it doesn't works, i think it can be because my game resolution is not the default, it runs in 1280x800, here's a print of me trying to use zoomblur in my game
    1609773271607.png
    What i can do to fix this? or maybe try
  11. Hi!

    Is there a way to set a Z value for screen effecting PIXI filters?
    I have an overlay over my screen, that should not be effected by it.
    Do you think this is somehow possible?
  12. Is there some way to enable/disable all filter effects with a plugin command or script call? (Instead of through the options menu.)
    I'm using a custom menu made with 'show choices'. And would like it if I can add the disable/enable all filter effects options in my own menu. :LZSooo:
    Thank you!

    Edit: Found a script call! :LZScheeze:
    Filter_Controller.enabledAll = true/false;
  13. I absolutely love this plugin for MV, however i'm struggling to get the godray to shine from the top left hand corner, rather than the top right hand corner. Any tips would be greatly received.
  14. superisk said:
    I absolutely love this plugin for MV, however i'm struggling to get the godray to shine from the top left hand corner, rather than the top right hand corner. Any tips would be greatly received.

    Insert these in zwo seperate plugin commands in an autorun event:

    createFilter GODRAY#1 godray 0
    SetFilter GODRAY#1 -30 0.5 2.5 1
  15. I'm trying to adjust the Alpha (transparency) value of Godray filter but it doesn't work for whatever reason :kaodes:

    filter.alpha = 0.2;

    Could it maybe be that the plugin needs to be updated to a more recent pixi-filters version? I think this parameter wasn't there before..

    Oh, I just read above lol. It's filter.strength in this case. Thanks.
  16. Hi! Congratulations @Tsukimi-neko on the amazing plugin. It's a godsend for us javascript morons :kaoswt2:

    I've got a very basic question. Pardon me if it's too dumb. but here it goes:

    Is it possible to apply a set of filters over EVERYTHING, i mean above every object (pictures, messages, menus) in every scene of the entire game? Kinda like when you use filter-target = 1 it applies over messages, but also for menus, for the title screen, etc.

    I've tried doing it scene by scene, like this solution @Tsukimi-neko described but i could only manage to apply it over the background screenshot of menus, not the menu windows and text themselves. Also, zero success on the Title Screen.

    I'm pretty code-illiterate, so i might have been overlooking some basic concepts of scene scripting. Could anyone suggest me a course of action?

    Thanks a lot!
  17. Is there a way to incorporate a custom made pixi filter into this plugin?
    What sort of changes would I have to make to allow this to work?
  18. Unwatched.
  19. lol @cedr777 you don't have to announce that you're unwatching a topic (and thus bump it to the top).
  20. Hi, I wanted to know how I could implement pixi.colormapfilter into this script.

    I've got my custom script together, but it doesn't seem to be working.
    JavaScript:
    /*:
    var newFilterName = "colormap";
    Filter_Controller.filterNameMap[newFilterName]        = PIXI.filters.ColorMapFilter;
    Filter_Controller.defaultFilterParam[newFilterName]   = [false,1];
    
    let texture1 = PIXI.Texture.fromImage('img/pictures/ColorMap.png');
    let sprite1 = new PIXI.Sprite(texture1);
    Filter_Controller.updateFilterHandler[newFilterName]  = function(filter, param) {
            filter.colorMap = (sprite1);
            filter.nearest = [param[1]];
            filter.mix  = [param[2]];
    };

    I'm sure I've made a mistake somewhere. I'd greatly appreciate any help!