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MJW last won the day on July 2

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  1. One method for the non-effect splicing is to select the area to be removed with the Rectangle Select Tool, erase the selection, then run MadJik's Gravity plugin.
  2. Oh, I think I understand. The blue is used by the game to represent the pixels to be made transparent. If that's the case, then the proposed solutions should work. The problem -- as you probably concluded yourself -- is that when you prepare the images, the semi-transparent pixels are blended to blue, so they're partially blue, but not blue enough to be treated as transparent by the game.
  3. I'm not quite sure why the game is doing what it's doing, but my guess is that that game has only transparent and opaque pixels, nothing in between, and the that semi-transparent pixels on the edge are causing the problem. If that is the problem, the solution is to convert the image to only have fully opaque and fully transparent pixels. Two ways to do that are to use BoltBait's Transparency adjustment, or Red Ochre's Alphathreshold effect. To use the Transparency adjustment, move the slider all the way up to Opaque, while leaving "Ignore transparent pixels" checked. To use Alphathreshold, move both sliders fully left, then move the "lo threshold" up (the high threshold will follow automatically) until the best edge is achieved. The "high threshold" control can be moved dowward if you overshoot. Making pixels either fully transparent are opaque will result in a jaggy edge, but that's unavoidable. EDIT: I'm not certain I understand the problem, because I'm not sure what the image of Han Solo against the blue background represents. Is it an image, with transparency, on one layer against a blue background layer; or is it a singe layer with both the imarge and the blue background color?
  4. Another method: Create a "sharp" version of the dust pattern by, for example, drawing it with the paint brush with a large brush size. Blur it, to soften the edges. Run Distort>Frosted Glass. Setting the Smoothness to 0 produces more distinct particles. Frosted Glass can be repeated for different results. Depending on the desired effect, run Blur>Fragment with a high Fragment Count. Also, perhaps run Distort>Dents. Obviously there are lots of variations. It is useful to produce sever layers with somewhat different methods, for more variety. EDIT: Another method, is to produce the blurred dust pattern on a transparent layer, but instead of using Frosted Glass, do the following: Add a black layer. Add Noise. Copy this layer to the clipboard. (and make the layer invisible so as to not be distracting). On the dust layer, run BoltBait's Paste Alpha plugin, replacing alpha with the product of the clipboard and canvas alphas (Multiply) and using shades of gray for the clipboard alpha. This produces larger particles, which can be used in conjunction with the finer particles produced by Frosted Glass on another layer.
  5. Congratulations to @welshblue, @Pixey, @Djisves for another collection of exceptional entries! My favorite among all the excellent entries was a non-winner. I think the shading on Pixey's deep red-brown die is to die for
  6. But that doesn't help much when I'm initially entering a new program, so there isn't yet a compilation.
  7. It's not just the out variables. For instance, if I intend to define new variables at class level, meaning to type "double a, b;", when I get to the point of typing the "b", it unhelpfully replaces the "b" with "double" unless I left click or press escape. Because I'm not much of a typist, I spend most of my time looking at the keyboard, so I end up with all kinds of senseless stuff due to autocomplete.
  8. XYCoords() is just one function among many that might not compile. If autocomplete doesn't work properly until the code is complied, perhaps it should be disabled until then.
  9. I wish there were a switch to disable autocomplete. Unless it really behaves itself, it's far more of a hindrance than a help for me.
  10. How can I compile code that's incomplete and therefore has a number of syntax errors?
  11. I may have misinterpreted your question. c2 is defined outside any method, but the faulty autocompletion occurred when I typed it within PreRender().
  12. Outside any method, to make it "global." A variable set in PreRender() to be used in Render().
  13. I think prioritizing the exact match would greatly improve it. However, as BoltBait just mentioned, currently the list doesn't always include the actual thing. Another example of this is that I have a class-level variable called c2. When I type it, the only autocomplete selection is some "Func2" thing.