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(2 edits)

Hello there - I went ahead and bought this shader, super impressed with it.

One question - I'm getting it to apply to individual sprites but I notice that it is picking up sprites next to them on the texture sheet when it's doing anything involving shifting (channel, line, etc). Should I be creating more space between objects on the texture sheet or is there a quick way to get bound the shader to the sprite's location on the texture sheet? I have a workaround where I'm not letting gamemaker crop.

Second question - I notice my parameters are all acting a lot different when I put the shader into my existing project. My resolution is 960x540 and it's looking like the noise texture that everything is based off of is way larger, looks like small squares on the sprites instead of noise. Is there an easy way to get everything set up so it acts more like the demo?

Hi. The shader is not really meant to be used to render individual sprites (not counting the obvious texture page issue, it would also require a custom draw_sprite function that would provide a large enough rasterised area for the "offset" effects not to be cut off). It's a full-scale post-processing effect. AFAIK, people usually get around this by using a big surface instead.

As for the resolution problem, by default the size of the application surface is used. If you need a different one, pass it via the arguments of the BktGlitch_activate function.