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    Colloocciferhalloween-2022-winnerchristmas-2022-winneruc-winner-lvl3featured-lvl3pro-nodersubscriber 2021-06-23 18:52:54 UTC

    @ralph

    I have some ideas for the app although they sound ridiculous and will probably never happen.

    Maybe there could be different categories on how figures function.
    For example, movieclips. You could create a movie clip with a floor figure inside of it. You could change the category of it to water and it will simulate as water. Or if you want glass, you can simulate the object as transparent and glossy. Reflecting. Or, if you want dirt simulation.. In scenes where a car is moving, you could change a floor movieclip simulation to dirt, and it will appear as visible grains being moved by the car.
    Categories i would suppose would be:
    Grass (being moved by the wind)
    Glass
    Sand (or dirt)
    Water
    Gas (moving gases)
    Sun (visible rays and lens flares.)
    For this next idea i’m thinking of a new lighting system. Perhaps on how light will simulate. For example, you could have different types of filters. Just how you would in app filters, you could change the filter to hazy, koi, maybe grainy, whatever. You could also adjust how the amount of grain in the filter, the focus on one area, or anything.

    One of the most complicated and unlikely ideas i have is light emitting on an object. You could add glow to an object, and you can have a choice where it could emit light on an object or not. And the object being emitted on will reflect and emit a shadow.

    the last idea i have is a new type of stretch.
    Basically you could make movieclips, and you could stretch these movie clips into as thin as pancakes or very wide. This could create a sense of perspective.

    4
    • Man, imagine the amount of lag rendering all of those at once

      2021-06-23 19:05:55 UTC 8
    • I usually have ideas of smart-curve, and other stuff but I forgot.

      2021-06-23 19:11:18 UTC 4
    • It sounds like a lot of post-processing to me and I’ll be honest it’s better to leave it to programs dedicated to it…

      2021-06-23 19:26:32 UTC 3
      • Replying to: arcionekIt sounds like a lot of post-processing to me and I'll be h

        Makes sense

        2021-06-23 20:10:44 UTC 0
    • the thing about a lot of what you suggested is it’s getting out of the realm of being an animation tool and rather turning things into specifically “tools for glass” or something, aka something *very* specific where only a small amount of use cases are possible for something so overwhelmingly complex to implement

      however the funny thing is, the third suggestion

      One of the most complicated and unlikely ideas i have is light emitting on an object

      is an idea of toyed around with, and honestly *could* be a future thing in a potential PC version of the app

      2021-06-23 21:17:29 UTC 1
      • Replying to: Ralph (Developer)the thing about a lot of what you suggested is it's getting

        I remember seeing your pre-sn tweet of toying with sprite illuminator.

        2021-06-23 21:23:27 UTC 1
        • Replying to: arcionekI remember seeing your pre-sn tweet of toying with sprite il

          normal maps are OP http://www.wholehog-games.com/devblog/2013/06/07/lighting-in-a-2d-game/

          2021-06-23 22:13:12 UTC 1
          • Replying to: Ralph (Developer)normal maps are OP http://www.wholehog-games.com/devblog/201

            Been thinking as to how it should be handled for SN, do you reckon there would be a export map button that would divide all movable parts to a map you could edit? I feel like that would be the best case, however I am cautious of polyfills and curved segments as to how they’d have to behave

            2021-06-23 22:43:05 UTC 2
            • Replying to: arcionekBeen thinking as to how it should be handled for SN, do you

              i haven’t even remotely thought about it yet, but for a very simple approach, a simple “bevel” could be applied to all objects with those RGB normal map colors (seen in the image above)

              those RGB colors to distinguish the edges is all that’s needed, after that, the light source x/y and “z-index” is all thats required to light the scene and have all objects render with lighting

              2021-06-23 22:48:39 UTC 1
              • Replying to: Ralph (Developer)i haven't even remotely thought about it yet, but for a ver

                I actually know how sprite maps work but I’m asking how you’d handle this shit on SN without just a simple bevel lmfao

                2021-06-23 22:56:56 UTC 1