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(1 edit) (+2)

Shader support would be nice,  set shader before draw command like LOVE2D is a good way.

Or make some filter like Brightness / Tint, I normally use this for sprite effect ( flashing / special status).


(2 edits) (+2)

Shaders are on the feature list definitely. 

We currently support tint/brightness on Sprites. Here are all the options

args.outputs.sprites << {
  x: 100, y: 100,
  w: 100, h: 100,
  path: "sprites/player.png",
  angle: 0,
  a, 255
  r: 255, #  red saturation
  g: 255, # geen saturation
  b: 255, # blue saturation
  tile_x:  0,
  tile_y:  0,
  tile_w: -1,
  tile_h: -1,
  flip_vertically: false,
  flip_horizontally: false,
  angle_anchor_x: 0.5,
  angle_anchor_y: 1.0
}

As far as I know, saturation works like this:
out.r = in.r * r
out.g = in.g * g
out.b = in.b * b
out.a = in.a * a

So the output color is limit to input color, but some time we need over expose effect like:
out.r = in.r + r
out.g = in.g + g
out.b = in.b + b
out.a = in.a

or just tint to single color:
out.r = tint.r
out.g = tint.g
out.b = tint.b
out.a = in.a