Scene post-processing and special effects

Looking for ideas here. I’m working on a game where, depending on how it is progressing, I want to simulate the player’s vision being gradually impaired. i.e., blurred vision, warping, wavy objects, etc.

Naturally, one way to do this is implement these effects in pre-rendered sprites, but I hope it’s not the only way as it requires multiple versions of each image.

The suggestion box is open :slight_smile:

[import]uid: 58455 topic_id: 35105 reply_id: 335105[/import]

I’ve experimented with a couple of things by manipulating the main display group’s scale, position, etc with limited success.

Also trying a double-vision effect, where I ghost a .5 alpha version of each image offset slightly from the original, but I’d prefer something to apply to the scene as a whole. [import]uid: 58455 topic_id: 35105 reply_id: 139574[/import]

Not sure how much help this will be, but it might inspire an idea.

For my space shooter OmniBlaster (there is a free version if you want to check the effect out) when you get hit by an enemy and your shields are down, I overlayed a cracked glass image (well several of them selected randomly) and a partially transparent red rectangle and then faded it out as I restarted the level.

You could do something similar by having a blur layer (perhaps a fog effect that’s a bit blurred), maybe capture the screen and shift it by a few px and make it partially transparent.

[import]uid: 199310 topic_id: 35105 reply_id: 139597[/import]

Thanks, Rob - will check out your game! I have to say, I played around with adding an offset alpha 0.4 copy of the image, jointed to the original, and it looks pretty darn good. If I add two with different offsets, even better.

I think I’m going to get sued if this game ever gets released, a la Navin’s Opti-Grab in The Jerk. :slight_smile: [import]uid: 58455 topic_id: 35105 reply_id: 139601[/import]

I’ve experimented with a couple of things by manipulating the main display group’s scale, position, etc with limited success.

Also trying a double-vision effect, where I ghost a .5 alpha version of each image offset slightly from the original, but I’d prefer something to apply to the scene as a whole. [import]uid: 58455 topic_id: 35105 reply_id: 139574[/import]

Not sure how much help this will be, but it might inspire an idea.

For my space shooter OmniBlaster (there is a free version if you want to check the effect out) when you get hit by an enemy and your shields are down, I overlayed a cracked glass image (well several of them selected randomly) and a partially transparent red rectangle and then faded it out as I restarted the level.

You could do something similar by having a blur layer (perhaps a fog effect that’s a bit blurred), maybe capture the screen and shift it by a few px and make it partially transparent.

[import]uid: 199310 topic_id: 35105 reply_id: 139597[/import]

Thanks, Rob - will check out your game! I have to say, I played around with adding an offset alpha 0.4 copy of the image, jointed to the original, and it looks pretty darn good. If I add two with different offsets, even better.

I think I’m going to get sued if this game ever gets released, a la Navin’s Opti-Grab in The Jerk. :slight_smile: [import]uid: 58455 topic_id: 35105 reply_id: 139601[/import]