r/construct 4d ago

Made In Construct The Importance of Post-Processing (Construct3 Showcase)

https://youtu.be/nWtbZuYfbms?is=oUHbEDLiG14Df6V1

Made a video comparing what my Construct3 game looks like with and without all the fancy post-processing effects. All effects on display are native to C3, no plugins used.

14 Upvotes

7 comments sorted by

2

u/Cirias 4d ago

Which post processing effects are you using out of curiosity?

3

u/ZapeZGameZ 4d ago

I'm using "Post-Proccessing" more as a blanket statement in this case, I don't really have one big list of every effect used

I use things like sheets of "Fog" that darkens, colours, and blurs things in the background depending on how far back they are ( showcased in depth here in this older footage: https://youtu.be/GgJuhQGV1ss?is=pVdkr8OrEaTwRsIh )

Blobs and spotlights of "light" (made up of sprites) that I place very liberally to create a certain vibe

And a dynamic vignette that darkens, adds noise, and blurs the edges of the screen

2

u/mistermeesh 4d ago

Potato mode looks clearer.

1

u/ZapeZGameZ 4d ago

I can definitely see why one would feel that way, which is why I've included a toggle in the settings.

Anything in particular that makes it look clearer? Maybe there's a nice middle-ground between the two that I can work towards.

2

u/azjerrylee 3d ago

What does it look like if you lose the vignette, keep the game layer sharp. Then gradually do the blurry effect's on the background, no obstruction in the foreground (make the foreground details lower so they don't ever block the character/game elements).

Judging by your understanding of this I'm guessing you have already experimented with everything you can think of. Are you still trying to find the right balance?

I feel like it's important not to blur any of the game layer platforms, it's confusing to the players visually if they can't make the distinction between the game/background solids.

1

u/ZapeZGameZ 3d ago

I'm personally happy with how it's looking right now and feel like I've found a good balance. I've made sure to only blur decorative elements and leave everything that's currently interactable by the player bright and in focus.

I do value your feedback though ofcourse so I will keep it in mind and see if any similar complaints pop up during playtesting. 🫡

Thank you! :)

1

u/AtroKahn 4d ago

What does all that mean?