@MIchael PS It's an xBRz upscaling shader. I think there is a GMS extension on the marketplace. Also thanks!
@Geoff Jones Thanks! Also if I do implement any smooth shader effects they would definitely be optional.
@Nocturne Thanks for the compliments! I had only planned on having 2-3 hp max, but that stack of wobbling hats sounds so stupidly funny I can't pass it up! Thanks for the great idea!
So here is how I went about implementing a stupid stack of hats:
First, I have this really old water splash script that's based on spring physics.
I used the same spring code base and applied it to a pole, like this:
Then I stuck some hats on the pole, and VOILA!
So then I stuck it into my actual game and, ugh, that looks really pixelated and distorted...
So I had a dilemma. The whole game is drawn at 1x pixels and then the application surface is scaled up. How could I draw the hats at 2x so they would look better when rotated?
Option 1: Draw over the hats in the draw_gui event at 2x size after the application surface is scaled. The downside being they would always be at depth 0.
Option 2: Draw the whole game at 2x. The downside being a big performance hit.
Option 3: Try some weird shader stuff.
So I made a simple shader that turns all hats red. Like this:
NOW, in the draw gui event I still redraw the hats at 2x, BUT they only draw over the color red. So depth will still apply. Look at the difference (Below is a slowly animated gif)
Unfortunately the borders are still kind of boxy, but the insides look great.
And here is the final product:
Mad stacks of hats will be used sparingly so it doesn't get too annoying. Thanks for the comments guys! And special thanks to
@Nocturne for an extra stupid idea