This Effect BREAKS Geometry Dash..

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Believe it or not, this is what happens when you use Grayscale and Sepia triggers in a specific way......

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Explanation: Gray scale makes the level black and white. If positive, then it will make it black and white, If its negative, This effect happens, because its trying to make everything black and white, negatively. So it makes this effect.

TRexgamer
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My guess as to the reason why this happens is that when the level wants to make colours grey, it has to "neutralise" the colours by adding the opposite colour. For instance, the opposite colour to red in computers is that bright cyan colour, so when the trigger wants to make the red grey, it adds cyan until the red is neutralised. However, when you set the value of the trigger really high it tries to go past the point where everything becomes grey and keeps adding cyan to the red, which causes it to turn cyan. This is why the majority of decode becomes bright blue, because it is mostly red to begin with.

dapcuber
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I made use of these odd shaders plus Radial Blur with a level of mine called "Just Break My Head", if you're interested to see how insane these shaders can go

Also if you apply these shaders to a layer between B5 - T5 without including the background, it can create some interesting results, radial blur gets really wacky, and if you mess with the objects opacity it goes even crazier
Check "neural pathways" for one of the possible effects
Either way sorry for the shameless promotion but I really love messing with the shaders like a bunch, and seeing you do that too made me say all of this, but the best way to figure things out is just by messing around with the shaders
Have a great day 😊

sgamet
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Here's my interpretation. When you want to make a colour more greyscale, the best way to do this is to convert the colour from RGB to HSV, multiply the saturation by some amount (in this case the target divided by the initial saturation), and then convert back to RGB. Since the values in question are way outside the expected range, the logic to convert back to RGB ends up producing some wacky results, and this is what we see.

jbritain
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i knew about the sepia trigger one but didnt know it could get THIS crazy... reminds me of those antvenom minecraft videos!

jumpinghorsetrickshots
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yea, you did do that with the sepia trigger a while ago, im pretty sure i told you about it in one of your first 2.2 editor streams or something

MelivaVT
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Basically, it's not technically a grayscale trigger at all, it's just a disguised Saturation trigger. And it goes kinda crazy when you go over it's default values. Your icon was blue because it went past max saturation and doubled over into negative numbers which inverts the hue.

mykramusic
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basically, it calculates hsv, then changes saturation to s(1-n), meaning it will multiply s by -499 if the strength n is 500.
it keeps that value and tries to work with it, resulting in shades of only seven colors: red, green, blue, yellow, cyan, purple and white.
all these hsv values are most likely stored as floats, so really high hue values will make all hues the same.
shockwaves calculate which pixel to use for each pixel on the screen, and to prevent the game from reading and modifying memory outside the designated area, it wraps around.
this results in one large mess, following a broken circular pattern.
shock lines work similarly, though they are a line rather than a circle.
if you raise the frequency of a shock line, the used pixels are taken from just over one block away on a diagonal, and as such the level is still playable.
this can be used for a chaotic blur effect, but you should keep the strength under a quarter.

eclipse
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"Woah it's Wulzy" will never get old for me

Theothercoconutwhiskey
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I think if it was for example 2 and you were looking at the color red, it would subtract red twice, becoming the inverse of red or negative red which is cyan.

BerryGo.
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2:55 blud turned into the pac man ghost when you collect the big powerup

_Gamr
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The "Woah!" at the start of the video never gets old.

BenjaminJuegaPro
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This same effect happens in Snap when you put a “set grayscale to (N)” block to a really high value

cloudtaker
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Woah my eye were just put in a saw movie.

OnedeadguyYT
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this is one of the first things i found out and applied to my 2.2 level for fun to see how it would work (the sepia trigger one) and the whole level got deepfried, i made a reddit post about it but it got removed for whatever reason

nght_vbe
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The invert color one just straight up turns the last part into pixel thingy by hinds. 😂

Hectorien_
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im already using the weird sepia trigger for my level so uhh yeah. also the trigger is just a deepfrier which is pretty funny

UFOSHost
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i'm making a level right now that uses these weird shader mechanics as the main effects it looks super cool so far

Schtaggy
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this effect is really fun to mess with though, since some of the objects in the editor look too overcooked that they break with this high values
like the smoke looking details and glow objects. with this shader they look like a complete different thing and they look extremely cool as well to where I would use them a lot in decoration
great video!

Quazery
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this video is just an excuse for wulzy to show his decode skills

epilocial