If you want the grayscale shader to look a little better instead of averaging out the values you can dot it with 0.2989, 0.5870, 0.1140 instead. This adjusts for how sensitive the human eye is to each of the values.
Sunset level? Dark silhouette shader? Just gotta apply some highlight post-shader to the little bird and you got yourself a donkey kong tropical freeze ambiance going!
Careful with applying grayscale this way since it isn't quite accurate with how humans perceive color, as we perceive each component in RGB with a different light intensity, and thus you need to be careful giving them equal weight by averaging
Whoa came to show how smart I am but mentioning how you need to adjust grayscale to account for luminosity uy everyones already on it! What a smart community. To add to it, when the splat screen special was added to Splatoon 3, anyone who was hit had their screen go greyscale (which is annoying in a game where color is particularly important). But it didn't adjust for luminosity and gave some people headaches. It's been fixed now I think. Great short video. Good tip.
@@ozymandias8523 Well, just trust HoosierTransfer and use these weightings for the adjustment to greyscale: "If you want the grayscale shader to look a little better instead of averaging out the values you can dot it with 0.2989, 0.5870, 0.1140 instead. This adjusts for how sensitive the human eye is to each of the values."
how could you apply it dynamically in certain situations? For example, you are going to the right with the bird and at certain moment you will have half the screen gray and half normal, and going right goes to "gray scale" and going back returns to "normal". I said "dynamic" meaning a small shading system doing it instead of built that way for a stage only (hence static). It would be more or less like having a circle radius r and with the mouse you could control it and when he is over certain part of the screen, the filter applies in all pixels inside radius r.
Love2D uses GLSL, a shading language, to implement all shaders. The code I showed in this video is really simple (just a couple lines) but you can make these as interesting as you like! You can detect distance to make different intensities for each pixels, and turn the shader on or off at different times/positions, so all the stuff you described is certainly possible with a bit of creativity and more code!
Late reply but anyone interested: very easy you just calculate the distance of the player to the fragment (pixel) beeing drawn and if the dist < radius you grayscale else you pass the normal color, but this way you have to pass the player position to the shader
Great videos dude. How about one for your state management and your batching/pooling of game objects? I'm new to lua but in Monogame I used a polymorphic stack for the various game states
If you want the grayscale shader to look a little better instead of averaging out the values you can dot it with 0.2989, 0.5870, 0.1140 instead. This adjusts for how sensitive the human eye is to each of the values.
was going to say this, I even added this to godot engine last year to follow certain standards
Sunset level? Dark silhouette shader? Just gotta apply some highlight post-shader to the little bird and you got yourself a donkey kong tropical freeze ambiance going!
Careful with applying grayscale this way since it isn't quite accurate with how humans perceive color, as we perceive each component in RGB with a different light intensity, and thus you need to be careful giving them equal weight by averaging
yes, also you need to consider gamma correction
I love these types of videos. Having thousands of these little tips would be amazing
Looking forward to the next video!
Whoa came to show how smart I am but mentioning how you need to adjust grayscale to account for luminosity uy everyones already on it! What a smart community.
To add to it, when the splat screen special was added to Splatoon 3, anyone who was hit had their screen go greyscale (which is annoying in a game where color is particularly important). But it didn't adjust for luminosity and gave some people headaches. It's been fixed now I think.
Great short video. Good tip.
Some people explained changing the grayscale value but what do you mean adjust for luminosity? Im new into this
@@ozymandias8523 Well, just trust HoosierTransfer and use these weightings for the adjustment to greyscale: "If you want the grayscale shader to look a little better instead of averaging out the values you can dot it with 0.2989, 0.5870, 0.1140 instead. This adjusts for how sensitive the human eye is to each of the values."
OpenGL developer watching this 💀
Me in scratch: well thank you I guess
how could you apply it dynamically in certain situations? For example, you are going to the right with the bird and at certain moment you will have half the screen gray and half normal, and going right goes to "gray scale" and going back returns to "normal". I said "dynamic" meaning a small shading system doing it instead of built that way for a stage only (hence static). It would be more or less like having a circle radius r and with the mouse you could control it and when he is over certain part of the screen, the filter applies in all pixels inside radius r.
Love2D uses GLSL, a shading language, to implement all shaders. The code I showed in this video is really simple (just a couple lines) but you can make these as interesting as you like! You can detect distance to make different intensities for each pixels, and turn the shader on or off at different times/positions, so all the stuff you described is certainly possible with a bit of creativity and more code!
Late reply but anyone interested: very easy you just calculate the distance of the player to the fragment (pixel) beeing drawn and if the dist < radius you grayscale else you pass the normal color, but this way you have to pass the player position to the shader
Amazing video
ayo shader tutorial coming soon?
I have grayscale shader on my phone, so I don’t see difference
Kirby music rules.
Edit: Is that the butter factory music?
Edit2: Yup, but it's butter building, not factory. 😅
if a player got hit and we wanted to flash the whole tileset black and white where do we put these 2 lines ?
Turn the shader on and off
How to make it not slug the game down to 10 frames per second?
im not so sure about "easy" its hard for me 😭 but also i do kinda suck at coding in the first place so ykyk
Games are an art medium
low end pcs can say bye bye to their framerate
How do you create your levels? Like the building and placing of the tiles
What game engine you using?
Ooh, Birby.
Great videos dude. How about one for your state management and your batching/pooling of game objects? I'm new to lua but in Monogame I used a polymorphic stack for the various game states
Are those shaders same as the one for godot?
does this work in game maker studio 2
Unfortunately this doesn't tell me anything since i don't even know what engine you are using
Will these work for Android games without gpu?
What engine fo u use
Insane
Since when do 2D games have shaders?
Fill