@RujiK: Thanks, man! The grass took the longest, even though it's the "quietest" effect. I'm going to show it off a lot more in tomorrow's update, though. =D
And yeah, the pixelation is a bit noisy. I'll adjust it for the final game, for sure. Probably a slower transition, and smaller pixels for the expanded part.
@HeWhoShallNotBeNamed: Thank you! And yep, all the effects you mentioned will be of course added to the finished game; it takes a lot more to sell the illusion of being underwater than some blue tinting and a wavy screen, heheh. Bubbles, waving plant life, slow and heavy movement, muffled sounds, etc, etc will all add up for the finished one to make something believable!
@kupo15: Post Draw is lame af. I do all of my drawing in the create event of an object I spawn every step, duh. ;D
@CMAllen: I thought about doing this, but then I realized I wasn't RujiK, and I don't feel like taking a month to work it out. X'D
It is a very good idea though, and it's one I'm considering. I have vague idea of how I might do it, but it's something I'd only try toward the very end of the game's development. I think the visual pay off compared to more obvious things like bubbles and stuff would be pretty small considering how long it'd probably take me to work it out. I'm not exactly a shader expert, heheh. :' )
Anyway, tonight I'm torturing myself with drawing. Working on some thorn vines to block the player's path:
Having some trouble getting the vertical ones to look 3D, but I'm sure I'll get them decent looking by the end of the day.
I'll be back tomorrow with the vines, and with a really
HOT gif for you guys. The kids might say it's "lit." hahahah. :'D