Hi everyone. I have recently begun to do some prototyping for a game that is going to be based a lot around light and darkness. I did some research with Construct2 and realized both the potential and limitations of the Shadow Light object.
I did some experimentation and came up with almost identical solution as in Ashley's tutorial. And weirdly enough I posted my findings and suggestions to Scirra the same day as the tutorial was posted... Some kind of omen? Perhaps, but I rather believe in creepy coincidences.
As I have already posted my suggestions to Scirra I thought it could be a good idea to post them here as well, to get feedback from you end-users.
Following Ashley's principle of "putting light in the darkness", rather than putting "shadows in the light", would it not be the best solution if the Shadow Light object produced an opaque layer with the falloff gradient already in place inside the object? If the shadows and the falloff are just one object it becomes very easy to blend several lights together. You just Screen or Add/Dodge them and they will blend nicely on just one single layer. And this single shading layer is all that you need to blend with your background. Removing (or adding) shadows manually from unwanted areas becomes very easy by just placing something bright or dark on top of the Shadow Light objects in the same layer.
The advantages of this is:
• Only one single layer is needed for shading your levels.
• No need for nested layers.
• The amount of Shadow Light objects is not dependent on how many layers you have. This allows for easy dynamic creating and destroying of an arbitrary amount of Shadow Light objects.
If the falloff is (internally inside the object) multiplying the shadows, that could lead to interesting effects. Like if the falloff had a bitmap like the Sprite object, that would allow for a custom shaped falloffs, like tinted colours and shapes. For example, imagine if you have a mounted lamp on a wall, and you want to place a light source on it, you would want the lamp to cast shadows on the wall. You could then have a customized falloff that matches your lamp sprite, creating the illusion that the lamp is also casting shadows on the wall. Perhaps even play animations, which would be handy for flickering light sources such as torches.
Do these suggestions make sense?
If you users out there would create a game with shadows and light, would you prefer a method similar to what I have described here?
Would these features be helpful, both technically and artistically?
At least I think so, but I'd love to hear other's opinion on this.