I came to GM with a lot of Unity and Unreal experience and I love the inspector. Great for editing properties on placed instances. Might just be that it's closer to what I'm used to with Unreal's "Details" and Unity's Inspector.
I'm having some trouble with the rendering. On my camera management object I disable the drawing of the application surface, apply my shader draw the surface, apply a second pass and then enable the application drawing. If I apply FX on a layer (or add an FX layer), it draws the FX surface upside down superimposed on my viewport. What am I missing?
I'm not sure. Nothing about a filter should flip the application surface upside down. But filters are just shaders, so maybe there's some interaction between them that does it? This would be a good question for the GMC forum as there are people there who understand shaders a lot better than I do.
So I'm using the Inspector to apply a filter, but other than seeing the objects blurred in the room editor, they're completely normal when the game runs. Any idea why it's not working? Thanks! Edit: So I found out that it works for tile layers, but still refusing object layers. Thoughts?
@@SamSpadeGameDev That did it! Had depth set in code to ensure it was ahead of everything else (it's a foreground object, hence why I wanted to make it blurry), and that made it work! Thank you so much, Sam! Keep up the great content, we could always do with more quality GMS tutorials and guide, especially as the software grows more ambitious. Cheers!
It would be great if you could apply this to a single instance via code during gameplay, currently the only option to do this is to make the instance change its level, but it's not very practical...
I agree. There's still a lot of uses, and, technically, the actual shader code the shader is using is available in the file system somewhere (I think I show it in one of the videos) so you could go pull it out, put it into your own shader and then use that shader on an instance, but this is obviously much more complicated. My personal hope is that someday we'll get a more intuitive shader asset that can be applied to anything (i.e. layers, objects, sequences, fonts, etc) and designed in its own window much like sequences and now particles are.
I've tried it, and there are some nice things, like being able to have multiple of them open at once, but I think until they get it fully featured it's going to be tough to justify.
Every video you make is a win for the gamemaker community .
Good video, I was curious how you could turn on the single fx layer feature for a layer without coding.
hi indie love ur vids
I came to GM with a lot of Unity and Unreal experience and I love the inspector. Great for editing properties on placed instances. Might just be that it's closer to what I'm used to with Unreal's "Details" and Unity's Inspector.
The "algo" seems to be hiding your videos from me for some reason. You're videos actually really good. thank you and please keep making them.
Good that they made it more usefull.
awesome
yoyo gamers
I'm having some trouble with the rendering. On my camera management object I disable the drawing of the application surface, apply my shader draw the surface, apply a second pass and then enable the application drawing. If I apply FX on a layer (or add an FX layer), it draws the FX surface upside down superimposed on my viewport. What am I missing?
I'm not sure. Nothing about a filter should flip the application surface upside down. But filters are just shaders, so maybe there's some interaction between them that does it? This would be a good question for the GMC forum as there are people there who understand shaders a lot better than I do.
Can an effect layer be applied to objects that use draw GUI?
So I'm using the Inspector to apply a filter, but other than seeing the objects blurred in the room editor, they're completely normal when the game runs. Any idea why it's not working? Thanks!
Edit: So I found out that it works for tile layers, but still refusing object layers. Thoughts?
Are you either enabling or disabling the filter through code or changing the object's layer or depth in code?
@@SamSpadeGameDev That did it!
Had depth set in code to ensure it was ahead of everything else (it's a foreground object, hence why I wanted to make it blurry), and that made it work!
Thank you so much, Sam! Keep up the great content, we could always do with more quality GMS tutorials and guide, especially as the software grows more ambitious.
Cheers!
It would be great if you could apply this to a single instance via code during gameplay, currently the only option to do this is to make the instance change its level, but it's not very practical...
I agree. There's still a lot of uses, and, technically, the actual shader code the shader is using is available in the file system somewhere (I think I show it in one of the videos) so you could go pull it out, put it into your own shader and then use that shader on an instance, but this is obviously much more complicated.
My personal hope is that someday we'll get a more intuitive shader asset that can be applied to anything (i.e. layers, objects, sequences, fonts, etc) and designed in its own window much like sequences and now particles are.
2:01 "which basically no one uses." lol
Well, comment here if you really use it :D, I don't.
I've tried it, and there are some nice things, like being able to have multiple of them open at once, but I think until they get it fully featured it's going to be tough to justify.
I use it with the room editor to modify variable definitions for objects. Trying to use it elsewhere feels like a wrestle.
It Wont Let Me Make One.Its Gray.Not White or Unpressable.HELP ME please
i have the same issue
@@studio-mm7402 I Found Out You need To Be Premium So Give Em Yo Dollars!