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would screen flicker/image static be able to count as a kinda "particle" under this rule:

[you may] use custom particle effects, so long as there is only one type of particle being used (e.g, cherry blossom petals, fire, etc.)

or would doing that break this rule:

[you may not] use masks (via multiple separate files) to create secondary versions of the background image on screen

(essentially my idea is for the game to be like communicating with someone in outer space through video, so itd be nice if i could add particles of static/flcikering to the "video feed". the amount of static/screen flicker wouldnt change through the game, it would be fully consistent - i would merely want to use it as an ambient particle effect to make it feel more like real video communication. but im just not fully sure if this would be too much of a "mask/overlay" to be allowed?)


this is the closest example i could find (from RE7) - notice the lines making it look like a video feed? id do something similar, with a bit of looping particle flickers

https://static0.gamerantimages.com/wordpress/wp-content/uploads/2020/06/Resident-Evil-7-Andre-Peter-Sewer-Gators.jpg?q=50&fit=crop&w=1500&dpr=1.5

(+1)

I'm a little confused by any of this counting as a particle-- I'm not opposed to the idea, but when I think "particles" I think small images, like demonstrated in this video/ BaiYu's tool. , so I think I'd need some kind of demonstration to understand better.

I do have a suggestion that might work, though it does require renpy -- Nai's shader pack has shaders has both VHS bar effects and staticwhich sounds like that's what you're going for.

yeah sorry, i realise now that my explanation wasnt exactly the best 😪 the image in my head definitely leans more towards small particles than the image example i sent 🙂‍↕️
im gonna try out the shader pack you linked (tysm for linking it, it looks super cool!! 💜). if i dont like any of the shaders, ill probs come back once ive tried to mock up a demonstration of what i had in mind hehe