Speed line shader/effect when boosting
#2
Hi, always great to see a new contributor! Smile

First up this looks very, very nice and is definitely something we are very interested in for the game.

It's really nice that you added so many paramenters to tweak, that will make it easy to fine tune the effect if needed, or even create different variants of the effect.

The colors look pretty rainbowy, which looks nice imo and works well for the tracks you used in the video, however I'm wondering how it will look on tracks that are darker in tone, such as Fort Magma or STK Enterprise. Is the coloring also something that can be easily changed inside the shader?

Another question I have is: how does the effect work with different aspect ratios?



Regarding activation conditions:

We certainly wouldn't want normal drifts or nitro alone to be enough for an activation.
Good players are most of the time in a drift + nitro boost and the effect shouldn't be active most of the time.
So I'm thinking that maybe a purple drift + nitro could be enough for an activation, but a yellow drift + nitro shouldn't be enough, a red drift + nitro could be thought about.

Perhaps this is something that should be different for lower difficulties though, since less experienced players are getting drifts way less often.

I think some items should have an activation tied directly to them, the zipper would of course make sense and then the electro shield and nitro hack could have that as well.

Other conditions such as jumping or being in a canon for a certain amount of time, or overtaking a couple of karts in a short amount of time are also things that could potentially be thought about.


When you open a PR make sure to use the BlanceSTK2 branch which is the branch we are using to develop STK Evolution Smile
It also includes the third drift level and the two new items I mentioned, from your video I'm assuming you are using 1.5 or the master branch.
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RE: Speed line shader/effect when boosting - by Sven - Yesterday, 06:58 PM

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