Flash a red hit vignette that stacks for many small hits but never blacks out
A swarm of weak hits or a shotgun blast can add up to a fully red screen, while a single big hit barely shows. Here is a way to combine hits so many small ones still read as danger, the red never goes past full, and it fades back in a natural way.
Why this works
Stacking hits like layers of tinted glass means every hit adds some red, yet the total can never go past full. Holding the flash briefly lets a single hit register, and fading by a fixed share per moment looks the same on every machine.
When not to use it
Skip it when the screen edge must stay clear, such as in a game with fine detail near the border or for players who find red flashes upsetting. Show damage with a bar, a sound or a small mark on the character instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Flash a red hit vignette that stacks for many small hits but never blacks out" (read_entry damage-vignette-stacks-without-washing-out) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP