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Foxy Of Jungle

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A member registered Jul 01, 2018 · View creator page →

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I'm glad to hear the process went smoothly! Thanks for the feedback ^^

I'm glad you like :D Thanks for the kind words!

Added, thanks! ^^

Kind of you, that would be interesting ^^ in your time

This definitely makes a big difference, especially on low-end platforms with little VRAM :D

Thank you, constlet!

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You have some options:

  • Having a Crystal_Renderer for each surface (which is not ideal);
  • Add a Direct Light to each layer you want to illuminate;
  • Use a Crystal_MaterialLayer, which allows you to render the layers in range in some pass, at different depths.
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Yes! It is entirely possible to use Crystal for your game. You can illuminate the layer using a Direct Light and a different litType. Thanks ^^

I hope you like it! :D Thank you. If you have any questions about the implementation, feel free to ask on Discord =]

Always fun to play it every year! :D

This means a lot to me! I’m so glad the holy foxy trinity is going to good use and I can’t wait to see what you’ll do with it in your game 😁
Saving thousands of hours seems totally worth it, isn't it? 😌 Thanks for the kind words!

I'm glad you like it!! If you have any questions, don't hesitate to ask :D

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Thank you! I can't provide it, sorry... If you wish I can provide videos demonstrating (or see my Twitter)

Hello! Only GameMaker this time - my knowledge of other game engines is limited

Looking forward to seeing what you cook with Crystal :D

Crystal Lighting Engine v1.0 is now available!

I'm very happy to announce that after so many months of hard work, listening to feedback, soooo many tests and a lot of dedication, the wait is finally over. Crystal Lighting Engine is finally available! With a demo and documentation to enjoy before getting it.

There are endless possibilities. It's truly a game changer for game creators with GameMaker! :D

Get it on Itch.io:

https://foxyofjungle.itch.io/crystal-2d-lighting-engine

I'm extremely flattered! I can't wait to see what you're going to do with Crystal! ^^ Feel free to tag me on Twitter/X and I'll repost :D

Yes, anything made with GameMaker! =] Thanks ^^

Thank you kindly!! If you have any questions, feel free to ask =]

🔥

That makes me so happy to hear! I can't wait to see what you'll do with Crystal! :D

Works with everything =], tilemaps, backgrounds, instances/objects, etc. Check out what else is here

Hello! You can customize the reflection function in the water object (Draw Event). Thank you! =]

Thank you Argoos! ^^

Usually when sales appear on Itch.io, I also do it with my libraries

Thank you very much! I am very happy to read comments like this. It is the best part of so much effort put into the project :D

Hello! The library is made for GameMaker engine specifically

Thanks a lot for the kindness and using PPFX! :D

Hello! Since the Draw GUI event is not part of the application_surface and is not a surface, then the effects applied to the application_surface do not affect the GUI. The solution is to draw the UI in the Draw End, for example. There is an example of this in the .yyz project. Thank you! :D

Yes, it is possible to define which objects will be reflected in an array, it is also possible to modify the reflection code of the object to something custom :) Thank you ^^

Haha!

Super cool!!

Thankss 😁

Hello! Can I use it to demonstrate my lighting library? I would put the credits and link to this page, as well as make it clear to download it from here. Thanks in advance

Create a mask surface cleared with black color, them draw a white shape inside, which is the focus area. Send this surface as texture to the effect, using .SetEffectParameter(). Don't forget to enable the "Use ZDepth" parameter in the code.

I didn't implement this to improve performance, as I didn't think it was necessary. But you could use the Depth of Field effect, which allows you to define exactly the areas where you want to blur.

Hello, yes all shaders are written in GLSL ES

Oh yes, publishing the mod for free would be direct distribution, sorry about that. Thanks for asking though :)

Hi! The shaders are structured to work in GameMaker, and all of them rely on GML code to work, so porting to Minecraft wouldn't work "as is". The license only covers use with GameMaker, but if your mod is only and exclusively for personal use and you are not going to redistribute it, that's fine.

Thank you!

Every effect (and other things) are documented, just enable Feather and hover the mouse on the functions ;)

Yes :)

You just need to send a depth texture to the effect

Hi shamanforest, the effect in question is called Depth of Field, it is a little more complex than normal blur. This library does not offer this feature, but Post-Processing FX has exactly this effect: