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Screen effects - Printable Version

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Screen effects - FlawlessHappiness - 11-21-2012

Yea, so you all know the default screen effects:

FadeOut, FadeImageTrailTo, etc. you name it Wink

But i noticed that FG took some screen effects, and made them look like something new.
Something that i haven't seen in any custom story yet.

I recreated one i found.
It makes the screen jump at different times.
It is used in the storage, when the "Not-traditional-fire" lights and the girl screams.

Spoiler below!


void Function()
{

StartScreenShake(0.5f, 0.01f, 0.1f, 0.02f);
PlaySoundAtEntity("Boom", "scare_wall_stomp.snt", "Player", 0.0f, false);

AddTimer("Shake_1", 0.2f, "ShakeTimer");
AddTimer("Shake_2", 0.6f, "ShakeTimer");
AddTimer("Shake_3", 1.2f, ShakeTimer");
AddTimer("Shake_4", 1.5f, "ShakeTimer");
AddTimer("Shake_5", 2.5f, "ShakeTimer");
AddTimer("Shake_6", 4.0f, "ShakeTimer");
}

void ShakeTimer(string &in asTimer)
{
if(asTimer == "Shake_1")
{
StartScreenShake(0.7f, 0.1f, 0.05f, 0.02f);
PlaySoundAtEntity("thunmp", "scare_tingeling", "Player", 0.0f, false);
}

if(asTimer == "Shake_2")
{
StartScreenShake(1.0f, 0.01f, 0.05f, 0.1f);
FadeRadialBlurTo(1, 0.1f);
}

if(asTimer == "Shake_3")
{
PlaySoundAtEntity("creak", "00_creak", "Player", 2, false);
StartScreenShake(0.3f, 0.01f, 0.05f, 0.02f);
}

if(asTimer == "Shake_4")
{
StartScreenShake(0.7f, 0.02f, 0.05f, 0.05f);
}

if(asTimer == "Shake_5")
{
StartScreenShake(0.7f, 0.02f, 0.05f, 0.05f);
}

if(asTimer == "Shake_6")
{
StopSound("creak", 4.0f);
FadeRadialBlurTo(0, 0.1f);
}
}



You can also make the monster-sanitydrain-vision by using low values of FadeRadialBlurTo

I'd like to know, if you have any custom screen effects? And would you share them?


RE: Screen effects - Rurikkur - 11-22-2012

Hmmmm... I made a dolly-zoom effect some time back. However, it is a very controlled effect - meaning that you cannot allow the player to move when it is being used. But it is very good effect, very creepy if used well, very unsettling and unnatural looking.

Hmmmm... but I don't think I'll post it before I release my first mod. There was a lot of fine-tuning. A lot of work that went into it, and I hate to see it all go to waste because people start using it in their "derp" maps.

But I digress. This is a nice idea, and I would very much like to see a list like that.

PS: Besides, it not that hard an effect to make. Any half decent scripter can make it happen.


RE: Screen effects - FlawlessHappiness - 11-22-2012

What you're thinking of must be
FadePlayerFOVMulTo(float afX, float afSpeed);

That is pretty coded into the system. Wink
I use it to make a "dizzy-effect" where it slowly zooms a little bit in, while the player tilts his head, then zooming out, and head tilts the other way.
FG used it in the 00_rainy_halls. Pretty nice effect


RE: Screen effects - Rurikkur - 11-22-2012

Yeah I used that, although a dolly zoom requires movement aswell.

http://www.youtube.com/watch?v=IIXWbN7XxkA

Check that link to see what I mean.


RE: Screen effects - FlawlessHappiness - 11-23-2012

(11-22-2012, 10:29 PM)Rurikkur Wrote: Yeah I used that, although a dolly zoom requires movement aswell.

http://www.youtube.com/watch?v=IIXWbN7XxkA

Check that link to see what I mean.
Oh nice Wink


RE: Screen effects - GrAVit - 11-23-2012

I have one where your vision distorts like hell, and you faint. Also, a lot of stuff happens. You can move during it.
I'll include it in my custom story.


RE: Screen effects - FlawlessHappiness - 11-23-2012

You won't post it in here? Smile


RE: Screen effects - GrAVit - 11-23-2012

(11-23-2012, 10:01 AM)beecake Wrote: You won't post it in here? Smile

Nope. Tongue
It's actually a secret, so I can't reveal the full script.
You might just get to experience it once my CS is out, though!