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Giavapps Lens Flare

Giavapps Lens Flare

  Giavapps Lens Flare   Giavapps Lens Flare (developed and produced by Luigi PiscopoHe is the same developer of the Giavapps Windows API, Giavapps MIDI, Giavapps ProAudio, Giavapps CC, Giavapps File, Giavapps 3D and Giavapps Controller extensions for GameMaker: Studio!) provides a set of functions for creating a realistic 2D Lens Flare effect in GameMaker Studio and GameMaker Studio 2. With this Extension you can easily generate and customize a stunning Lens Flare effect in no time. Giavapps Lens Flare Extension automatically interpolates Glowing, Rotation, Flickering and Colour based on various variables which you can easily customize. This Extension has been tested on the following target platforms: Windows Mac OS X Android     Key Features Fully customizable, sprite-based, 2D Lens Flare effect. Automatically animated with a customizable Flickering feature. Automatically interpolates several properties like Glowing, Rotation, Flickering and Colour. Includes objects, sprites and one room for testing. You can also use your own sprites with this Extension. Well documented, inexpensive, easy to use, lightweight and cross-platform.   Documentation   Giavapps Lens Flare Lens Flare Object (GiavappsLensFlare.gml)   Giavapps Lens Flare is available on GameMaker: Marketplace!   $3.99 $9.99   LIMITED PROMO! 74% OFF!   BUY IT NOW!   I am Luigi Piscopo, also known as DJ GiDeejay / Producer / Remixer in the music world. I am a Producer with a lot of experience in photo editing, video editing, audio editing, graphic design, web design, programming and...

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Lens Flare Object – Giavapps Lens Flare

Lens Flare Object – Giavapps Lens Flare

  Giavapps Lens Flare Initialization   glf_lens_flare_init(X, Y, SpriteLensFlare, SpriteRay, SpriteGlare, Color) Initializes all local variables for the lens flare. X: determines the x position of the lens flare. Y: determines the y position of the lens flare SpriteLensFlare: determines the lens flare sprite. SpriteRay: determines the ray sprite. SpriteGlare: determines the glare sprite. Color: determines the color of the lens flare. Once you’ve initialized a GameMaker: Studio Object with this function you gain access to the following local variables: x determines the x position of the lens flare. y determines the y position of the lens flare. glowing determines the glowing level of the lens flare. (Value From 0+) (Default Value: 1) glowing_speed determines the glowing speed of the lens flare. (Value From 1+) (Default Value: room_speed*2) rotation determines the rotation of the lens flare. (Value From 0 to 359) (Default Value: 0) rotation_speed determines the rotation speed of the lens flare. (Value From 1+) (Default Value: room_speed*8) flickering_enabled determines whether the flickering is enabled (true) or not (false). (Default Value: true) flickering determines the flickering chances of the lens flare. (Value From 1+) (Default Value: room_speed*8) flickering_factor determines the flickering factor of the lens flare. (Value From 0+) (Default Value: 0.15) color determines the color of the lens flare (for example c_white). color_speed determines the speed when merging the color of the lens flare. (Value From 1+) (Default Value: room_speed) sprite_lens_flare determines the lens flare sprite. This could be sprite_giavapps_lens_flare_01 or any other lens flare sprite of your choice. sprite_ray determines the ray sprite. This could be sprite_giavapps_lens_flare_ray_01 or any other ray sprite of your choice. sprite_glare determines the glare sprite. This could be sprite_giavapps_lens_flare_glare_01 or any other glare sprite of your choice.   Giavapps Lens Flare Functions   glf_lens_flare_step() Updates the lens flare. This function must be called inside the Step Event of the lens flare.   glf_lens_flare_draw() Draws the lens flare. This function must be called inside the Draw Event of the lens flare.   Code Examples   Creating a Giavapps Lens Flare Object   Create Event   glf_lens_flare_init(x, y, sprite_giavapps_lens_flare_01, sprite_giavapps_lens_flare_ray_01, sprite_giavapps_lens_flare_glare_01, c_white);//initializes all local variables for the lens flare   Step Event   glf_lens_flare_step();//updates the lens flare   Draw Event   glf_lens_flare_draw();//draws the lens flare   Controlling Giavapps Lens Flare Effect from another Object   Step Event   var lens_flare = GiavappsLensFlareObject;//sets a temporary variable to the lens flare object lens_flare.rotation = point_direction(lens_flare.x, lens_flare.y, mouse_x, mouse_y); //rotates the lens flare object based on the mouse position   I am Luigi Piscopo, also known as DJ GiDeejay / Producer / Remixer in the music world. I am a Producer with a lot of experience in photo editing, video editing,...

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Giavapps Controller

Giavapps Controller

  Giavapps Controller   Giavapps Controller (developed and produced by Luigi PiscopoHe is the same developer of the Giavapps Windows API, Giavapps MIDI, Giavapps ProAudio, Giavapps CC, Giavapps File and Giavapps 3D extensions for GameMaker: Studio!) provides a set of easy to use and cross-platform Controllers for GameMaker Studio and GameMaker Studio 2. Giavapps Controller Extension is perfect for game developers who want to target multiple platforms, With this Extension you can quickly set up two kind of Giavapps Controllers and instead of calling different keyboard, gamepad, mouse or device_mouse functions you will be able to map Keyboard Keys and Gamepad Inputs to a single Controller Object that handles all different inputs for you. Besides you can also hide the visibility of a Giavapps Controller on a specific platform: by doing so Mouse Clicks and Touch Inputs will be ignored while Keyboard Keys and Gamepad Inputs will be still detected. This Extension has been tested on the following target platforms: Windows Mac OS X Android   Key Features Includes Giavapps Controller Stick and Giavapps Controller Button. Each Giavapps Controller supports Mouse Clicks, Multi-Touch, Gamepad Inputs and Keyboard Inputs. Support for remapping Keyboard Keys and Gamepad Inputs assigned to a Giavapps Controller. Well documented, inexpensive, easy to use, lightweight and cross-platform.   Documentation   Giavapps Controller Stick (GiavappsController.gml, GiavappsControllerStick.gml) Button (GiavappsController.gml, GiavappsControllerButton.gml)   Giavapps Controller is available on GameMaker: Marketplace!   $3.99 $9.99   LIMITED PROMO! 74% OFF!   BUY IT NOW!   I am Luigi Piscopo, also known as DJ GiDeejay / Producer / Remixer in the music world. I am a Producer with a lot of experience in photo editing, video editing, audio editing, graphic design, web design, programming and...

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Button – Giavapps Controller

Button – Giavapps Controller

  Giavapps Controller Button Initialization   gc_button_init(X, Y, KeyboardButton, GamepadButton, Sprite) Initializes all local variables for the button controller. X: x position of the button controller. Y: y position of the button controller. KeyboardButton: keyboard key to assign to the button controller. GamepadButton: gamepad input to assign to the button controller. Sprite: sprite image of the button controller. This image will be also used as mask_index for collision checking. Once you’ve initialized a GameMaker: Studio Object with this function you gain access to the following local variables: visible indicates if the button controller should be visible or not. Mouse Clicks and Touch Inputs will be ignored when the button controller is invisible but Keyboard Keys and Gamepad Inputs will be still detected. x x position of the button controller. y y position of the button controller. keyboard_button keyboard key assigned to the button controller. gamepad_button gamepad input assigned to the button controller. gamepad_device Indicates the gamepad device "slot". (Default Value: 0) sprite sprite image of the button controller. mask_index collision mask. This should be the same as sprite image usually. press indicates if the button controller is held down (true) or not (false). (Default Value: false) pressed indicates if the button controller has been pressed (true) or not (false). (Default Value: false) released indicates if the button controller has been released (true) or not (false). (Default Value: false)   Giavapps Controller Button Functions   gc_button_alarm0() Updates pressure states of the button controller. This function must be called inside the Alarm 0 Event of the button controller.   gc_button_step() Updates the button controller. This function must be called inside the Step Event of the button controller.   gc_button_draw_gui() Draws the button controller on the GUI Layer. This function must be called inside the Draw GUI Event of the button controller.   Giavapps Controller Button Sprites     Giavapps Controller Button Sprites can be any size of your choice (we used a 160×160 pixels for Sprite image) but you should remember centering the origin of the sprite (if needed) and marking Precise Collision Checking box for precise collision checking. The Sprite argument of gc_button_init() function also defines the mask_index used for collision checking.   Code Examples   Creating a Giavapps Controller Button   Create Event   gc_button_init(view_wview[0]-560, view_hview[0]-160, ord(‘X’), gp_face2, sprite_giavapps_controller_button_1);//initializes all local variables for the button controller   Alarm 0 Event   gc_button_alarm0();//updates pressure states of the button controller   Step Event   gc_button_step();//updates the button controller   Draw GUI Event   gc_button_draw_gui();//draws the button controller   Using Giavapps Controller Button States   Step Event   var button = GiavappsControllerButton;//sets a temporary variable to the button controller object if(button.pressed) { show_debug_message("Giavapps Controller Button has been...

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Stick – Giavapps Controller

Stick – Giavapps Controller

  Giavapps Controller Stick Initialization   gc_stick_init(X, Y, Radius, RadiusDeadZone, SpriteBack, SpriteFront) Initializes all local variables for the stick controller. X: x position of the stick controller. Y: y position of the stick controller. Radius: radius of the stick controller (this value should be the radius of your SpriteBack image). RadiusDeadZone: radius of the dead zone of the stick controller. If the input amount is lower than the given value the stick controller value is considered to be at 0. SpriteBack: back sprite image of the stick controller. This image will be also used as mask_index for collision checking. SpriteFront: front sprite image of the stick controller. Once you’ve initialized a GameMaker: Studio Object with this function you gain access to the following local variables: visible Indicates if the stick controller should be visible or not. Mouse Clicks and Touch Inputs will be ignored when the stick controller is invisible but Keyboard Keys and Gamepad Inputs will be still detected. x x position of the stick controller. y y position of the stick controller. radius radius of the stick controller. radius_deadzone radius of the dead zone of the stick controller. sprite_back back sprite image of the stick controller. sprite_front front sprite image of the stick controller. mask_index collision mask. This should be the same as sprite_back image usually. direction Indicates the direction of the stick controller. (Value from 0 to 359) value Indicates the pressure level of the stick controller. (Value from 0 to 1) value_h Indicates the value of the horizontal axis of the stick controller. (Value from -1 to 1) value_v Indicates the value of the vertical axis of the stick controller. (Value from -1 to 1) keyboard_left Indicates the keyboard key used for the left direction. (Default Value: vk_left) keyboard_right Indicates the keyboard key used for the right direction. (Default Value: vk_right) keyboard_up Indicates the keyboard key used for the up direction. (Default Value: vk_up) keyboard_down Indicates the keyboard key used for the down direction. (Default Value: vk_down) gamepad_device Indicates the gamepad device "slot". (Default Value: 0) gamepad_left Indicates the gamepad button used for the left direction. (Default Value: gp_padl) gamepad_right Indicates the gamepad button used for the right direction. (Default Value: gp_padr) gamepad_up Indicates the gamepad button used for the up direction. (Default Value: gp_padu) gamepad_down Indicates the gamepad button used for the down direction. (Default Value: gp_padd) gamepad_axish Indicates the horizontal gamepad axis used for the stick controller. (Default Value: gp_axislh) gamepad_axisv Indicates the vertical gamepad axis used for the stick controller. (Default Value: gp_axislv) tweening_speed Indicates the speed of the interpolation used for moving the stick to its original position. This value can be a number from 1...

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