Ah! It feels good to begin posting gifs again. How many months at this point? Think it's been two months. This entire time I've been busy making art ranging from backgrounds to enemy animations. Over 500 individual images made within that span of time! Perhaps even a thousand if you include editing animation in Game Maker.
Now that I have a surplus of stuff to program, I'll be posting daily I hope! I REALLY need to build a community. I want people to begin speedrunning it when it comes out, I want speculators on what the whole story behind it is. And I need peoples support because I'm now planning to hold a small Kickstarter. Most likely in April or May. It will be small, mainly used to pay for specific fees, equipment, beta testers, and perhaps hire a few extra artists to smooth out the game. Probably no more than $10,000. It's also to see if I can get the word about it spread around, perhaps even get it on other systems with the stretch goals. But that's still being figured out.
ANYWAYS, this GIF is me messing around with Shaders. If you don't know what those are, they're like light/color effects you can do on images/surfaces. Like reflection on water, distortion effects, saturation, etc. You can pretty much do anything with them but they do use up GPU if many are used.
I original had a Shader for Greyscale effects on the backgrounds WAY back when this game was much younger. The thing though was that I didn't understand Shaders very well or at all. I used one from the internet and at best knew how to toggle it for my needs. But I ultimately dropped it.
When thinking about Kickstarter, I wondered if I should use money from there for some skilled programmers to develop shaders for the game. But now doing my own research on them I'm finally beginning to understand how to effectively use and create my own shaders. With more time, I'll begin making some stunning visuals. Though I'll try not to use them much. I want my game to have no lag at any point if I can help it.
In this gif are some Turtboggin's with Colored Shields. I've talked about them before but to briefly explain; you can only hit enemies with Shields IF the attack you hit them with is the same color as the Shield. So red ones will require the butterflies Red Sword. However, White Shields are invincible. The only way to harm an enemy with a White Shield is to jump on them. Turtboggin's cannot be jumped on, so that one in the image is quite literally invincible. The only way to get rid of a White Shielded enemy at that point is by means of another force (Such as a Crushing Block).
There was originally a different shield effect, but this is what I've always wanted. Them to glow a specific color and to radiate a color effect. Making them one color is one thing, but it's not easy for them to fade between a color and back without animating or wasting time with something else. And you can make them glow white (Since the default color_blend is white, so doing that would make no difference).
But the Shader here has a Float Value that I tell it to increase and decrease to give the glow effect. Besides that, I also have a new effect for enemies taking damage. When they take damage, their colors are inverted every couple of frames. Since only one shader can be applied at a time, I had to make sure the other shader only activates when appropriate. I've applied this to all enemies through scripts and it's very nice.
There's much more work to do! Hopefully tomorrow I'll show off a new enemy. I have 30+ enemies that need to be programmed!