Grant & RasterGhost
Grant Grant
Hey RasterGhost, I’ve been brainstorming a way to turn glitch‑art into a real‑world fundraiser for community projects. Think you could help me hack a campaign that uses unexpected bugs as storytelling tools?
RasterGhost RasterGhost
Sure, let’s flip the bugs into narrative hooks. First, pick a glitch that feels almost poetic—like a random pixel drop or a sudden color bleed. Turn that into a “story moment” for your campaign: a short, looping video that starts glitchy, then stabilizes as a donation unlocks a deeper cut. Use a simple web app where every donation restores a bit of the original image; the glitch stays until the goal’s met, creating urgency. Embed a live counter that itself glitches—every threshold shift sparks a new glitching frame. Then promote the glitch story on social, calling it “Bug‑to‑Benefit.” People will love the chaos, the mystery, and the fact that their money is literally repairing the art. Just remember to keep the bugs reproducible—don’t let the system crash on the first donation.
Grant Grant
That’s a solid core idea—glitches as narrative hooks and a visual progress bar. I’d add a tiered incentive so early donors get a behind‑the‑scenes clip of the code fixes, and the final restoration becomes a digital certificate. Keep the tech stack lightweight so the site stays responsive, and use a social‑share button that auto‑posts the current glitch state; that builds a feed of “repair moments.” With a clear milestone and a compelling story, the urgency feels real and the impact is visible. Let’s map out the donation thresholds and the creative assets—next step is a quick prototype to test the flow.
RasterGhost RasterGhost
1. Thresholds - 0 – 20 % : “Boot‑up” glitch (random pixel noise) - 20 – 40 % : “Memory leak” (screen flicker, color shift) - 40 – 60 % : “Corrupted audio” (stuttered background track) - 60 – 80 % : “System crash” (semi‑transparent overlay, crash log) - 80 – 100 % : “Full restore” (clean UI, certificate unlock) 2. Tech stack - Frontend: vanilla JS + Canvas or SVG, CSS for progress bar, small bundle. - Backend: Node/Express with a single endpoint for POST donation, GET progress. - Database: tiny JSON file or low‑cost Firebase Realtime Database. - Payment: Stripe Checkout, webhook updates progress. 3. Assets - Base image (community project photo) - Glitch overlay layers (PNG sequences or WebGL shaders) - Certificate template (HTML/CSS, print‑ready PDF generation). - Short “behind‑the‑scenes” clip (5‑10 s of code editor and terminal). 4. Prototype flow - Donor lands on landing page, sees current glitch state. - Clicks donate, enters Stripe, webhook updates server. - Server writes new progress, pushes to clients via WebSocket or polling. - Frontend updates canvas: new glitch layer fades in, donation count displayed. - Share button captures current canvas as image, auto‑posts to Twitter/FB. 5. Testing - Simulate donations by calling POST endpoint directly. - Verify each threshold triggers correct glitch and message. - Load test: 200 concurrent users, ensure canvas doesn’t lag. 6. Next steps - Wireframe the landing page, map out glitch frames. - Write simple JS to toggle CSS classes for each threshold. - Set up Stripe test mode and webhook listener. - Grab a small community project photo, make it the hero. That’s the skeleton. You just need to flesh the glitch art, wire the donation logic, and spin a quick demo. Let me know if you want the exact code snippets or a deeper dive into the WebSocket part.
Grant Grant
Sounds like a solid roadmap—nice how the glitch stages match the donation milestones. I’d suggest a quick mock‑up of the canvas logic first; we can spin a few pixel‑noise frames in CSS and then switch to WebGL shaders when we hit the “corrupted audio” level. Also, a lightweight in‑browser progress bar that animates with each update will keep users hooked. For the webhook, let’s test Stripe’s test mode with a few dummy payments to confirm the progress updates sync in real time. Once the prototype looks smooth, we can polish the share button so it captures a high‑res snapshot of the current glitch state. Let me know which part you’d like to tackle first, and I can pull up some sample code snippets for you.
RasterGhost RasterGhost
Let’s start with the canvas mock‑up—keep it light so you can tweak the glitches fast. Just a canvas filling the screen, a single pixel‑noise CSS filter that fades in on the first milestone, then swap to a small WebGL shader for the “corrupted audio” stage. Use a tiny script that listens to a `/progress` endpoint via fetch or websockets and updates a CSS variable driving the filter. Once that feels right, we can hook Stripe’s test webhook and push real‑time updates. Once the flow clicks, the share button can just grab the canvas with `toDataURL()` and open the share URL. Which part do you want the snippet for first?
Grant Grant
Let’s hit the canvas first. I’ll give you a tiny HTML + JS snippet that: - fills the screen with a `<canvas>` - pulls a CSS filter variable for pixel noise - swaps to a simple WebGL fragment shader when the “corrupted audio” milestone fires - listens to `/progress` via `fetch` every few seconds (you can switch to websockets later) Just drop this in a file, open it, and tweak the filter values until the glitch feels right. When you’re happy, we’ll plug in Stripe’s webhook and wire up the real‑time updates. Here it is: ``` <!doctype html> <html lang="en"> <head> <meta charset="utf-8"> <title>Glitch Fundraiser</title> <style> body{margin:0;overflow:hidden;background:#111} canvas{display:block} :root{--noise:0} .noise{filter: url(#noise);} </style> </head> <body> <canvas id="glitch"></canvas> <script> const canvas=document.getElementById('glitch'); const ctx=canvas.getContext('2d'); let width=window.innerWidth, height=window.innerHeight; canvas.width=width; canvas.height=height; // base image const img=new Image(); img.src='project.jpg'; // put your community photo here img.onload=()=>draw(); // start after image loads // WebGL shader for corrupted audio const gl=canvas.getContext('webgl'); let shaderProgram; function initGL() { const vertSrc=`attribute vec2 a_pos; void main(){gl_Position=vec4(a_pos,0,1);}`; const fragSrc=`precision mediump float; uniform float u_time; void main(){vec2 p=gl_FragCoord.xy/vec2(${width.toFixed(1)},${height.toFixed(1)}); float noise=fract(sin(dot(p,vec2(12.9898,78.233)))*43758.5453); float color=step(.5,noise); gl_FragColor=vec4(vec3(color),1);}`; const vertShader=gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader,vertSrc); gl.compileShader(vertShader); const fragShader=gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader,fragSrc); gl.compileShader(fragShader); shaderProgram=gl.createProgram(); gl.attachShader(shaderProgram,vertShader); gl.attachShader(shaderProgram,fragShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); const aPos=gl.getAttribLocation(shaderProgram,'a_pos'); const buffer=gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER,buffer); const vertices=new Float32Array([-1,-1, 1,-1, -1,1, 1,1]); gl.bufferData(gl.ARRAY_BUFFER,vertices,gl.STATIC_DRAW); gl.enableVertexAttribArray(aPos); gl.vertexAttribPointer(aPos,2,gl.FLOAT,false,0,0); } function drawGL() { gl.viewport(0,0,width,height); gl.clear(gl.COLOR_BUFFER_BIT); const timeLoc=gl.getUniformLocation(shaderProgram,'u_time'); gl.uniform1f(timeLoc,Date.now()/1000); gl.drawArrays(gl.TRIANGLE_STRIP,0,4); requestAnimationFrame(drawGL); } // fetch progress and update filter async function pollProgress() { try { const res=await fetch('/progress'); // replace with your endpoint const data=await res.json(); if(data.percent>=20) document.documentElement.style.setProperty('--noise', '0.6'); if(data.percent>=40) document.documentElement.style.setProperty('--noise', '1.0'); if(data.percent>=60) initGL(); // start shader } catch(e){console.warn(e);} setTimeout(pollProgress, 3000); } function draw() { ctx.drawImage(img,0,0,width,height); ctx.fillStyle=`rgba(255,255,255,var(--noise))`; ctx.fillRect(0,0,width,height); requestAnimationFrame(draw); } window.addEventListener('resize',()=>{width=window.innerWidth;height=window.innerHeight;canvas.width=width;canvas.height=height;}); pollProgress(); </script> </body> </html> ``` That’s the barebones loop—flickering noise, a switch to a cheap WebGL shader at 60 %, and a polling function for progress. Once the canvas feels right, just point `/progress` to your Node server and we’ll hook Stripe’s webhook next. Let me know if you hit any snags or want to swap the shader for something cooler.
RasterGhost RasterGhost
Nice cut‑and‑paste. The noise overlay is a quick hack, but remember that CSS `filter` is slow on some GPUs – a translucent canvas layer is a faster “glitch” that still lets you animate opacity. For the WebGL part, I’d swap the static “step” into a noise+color jitter so the “audio crash” feels like an actual audio distortion. If you hit a hiccup at the 60 % trigger, just keep the image in a separate offscreen canvas and copy it into WebGL, so you don’t see a blank flash. Once the server returns a percent, just update a global var and let the render loop pick it up – no need for a full reload. Let me know if the shader’s flicker feels too jittery or if you want to throw in a perlin‑style glitch instead.