AnD4D's Forum Posts

  • Thanks R0J0hound - this plugin is brilliant. I've seen this asked for a lot and people have been waiting for something like this for a long time, so I'm sure you've made a lot of people happy!

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightCombo.capx

    This is a modified version of the capx if anyone wants it. Again, you should be able to use this as an include in many other sections of your games :) Again, just make sure you have a "Light & Shadow" layer.

    I've also increased the size of the pasters slightly to ensure they don't appear when scrolling to fast. This may have affected the resolution slightly, but it's not noticeable.

    Additionally, the top layer can have a blur effect added to it, which will help smooth out the shadows, but this should be optional in case it slows things down too much.

    Now the only issues appear to be the blend of the light sources seems to wash things out, rather than the nice blend R0J0hound is able to achieve.

    Also, on occasion, the fps will dropp down about half. I can't seem to replicate this a lot, but it seems to happen when moving the lights around a lot.

  • I've tried to combine the mario example and the original version. For some reason, although everything looks like it's been set up in exactly the same way, including names, etc... for some reason the lights aren't changing colour.

    With this set up, you should be able to use it as an include. Then you just need to make sure you have a "Light & Shadow" layer where you want to use it.

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightCombo.capx

    If anyone is able to fix the light colour, it would be appreciated.

    I can't tell if it's faster or slower than the canvas version, but it creates a much better result.

    The only other issue is that res just doesn't appear to work at all, so I've taken that out.

  • R0J0hound

    I can't seem to get that to work either. I had tried breaking up the family first, but that gave me the same result.

    https://dl.dropboxusercontent.com/u/50465867/Construct/NewLight.capx

    The shadow sections no longer correlate with the objects. I've tried changing the resolution, and then altering the size of the pasters.

    The canvas plugin had a function that would resize the canvas, and not just change the size. Is that what I'm doing wrong?

  • Rather interestingly, I can't actually see any functionality with the resolution, nor the pasters being included in a family.

  • R0J0hound

    In my attempt to make it suitable to layouts of all sizes, I added in a feature that will destroy all of the pasters, and then re-create them (just to be tidy, and make sure they're in the same space). I then set their width and height to the size of the layout (so that they can be used everywhere), and finally, I set the resolution.

    However, I noticed that when I scaled the paster objects, the resolution looked like it had dropped. I tweaked the resolution, as you suggested, and that didn't have any effect. Finally, I separated the family into their individual parts, and altered the scale for each, and I ended up with a black screen.

    Please see the attached: https://dl.dropboxusercontent.com/u/50465867/Construct/NewLight.capx

    I've made it work with any layout size (with a few more things to add to help maintain a high frame rate) but notice how low the resolution is? It doesn't matter how much I seem to change the RES variable, it doesn't appear to help.

    It's a brilliant plugin, and thanks again. So close to getting it exactly how I want it. Any ideas how I can fix this resolution? The same technique worked fine for the older version.

  • Wow, thanks R0J0hound,

    I had to alter the resolution slightly for the advanced version, as 320x240 gave unusual results, but this looks like it's exactly what I've been looking for!

    I can see what you meant earlier about concave objects. Interesting self shadow.

    I can't seem to get my head around the use of the RES variable, however. This version may be a lot faster, but I still found it a useful operation to have available. I tried to add in /RES to the parameters as in the old version, but I managed to break it all, so quickly CTRL-Z'd :)

    This is brilliant though! I'm quickly pulling it around to see what it can do, and how many strain it can take :)

    Thank you so much!

  • You could have a variable that starts counting up when in touch. Then you can set it so that if touch ends and the variable is below a certain threshold, the action is triggered. The lower the threshold, the faster the required tap.

  • Wow, destination in really kills the frame rate!!!

  • xDGameStudios

    I wish we had this native. I also am looking for a flashlight and lamplight look. If I figure it out, I'll send you the capx. Can you do the same? :) Imagine if we're making the same game... <img src="smileys/smiley3.gif" border="0" align="middle" />

    I manage to break the project more than I can make it work. I am starting to wonder if my brain is good enough for this... :(

  • xDGameStudios Had any luck? Have you tried out my version posted earlier?

  • So this method uses 4 canvas', but only 2 of them are drawn? This should mean it's using about the same resources as before, right? I'm wondering if I've tweaked your design a little too much for me to make this work. I may have to start again too.

  • Ignore him. He's pretty much lost all credibility with that bizarre outburst of his.

  • Oh, and additionally, although I really like the mixed colours, I have a bad feeling that they wash away the texture below them :(

    My sprite is made up on 2 solid colours, but with the light on top, both show up as a single solid.

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  • Thanks for responding Sorry about the delay, I wasn't alerted to your response.

    Please find below the version I have been working on:

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightTest.capx

    This setup allows objects with textures on to be hidden, but this is based on an additional falloff being added and used as an effective mask. This issue I can forsee with this, is if you were to move it up to a solid object, although the light wouldn't go through, and would cast a shadow, the objects on the other side would still be visible.

    Also, as CanvasMain is constantly being turned solid black, It prevents me from having a background. Shadows won't appear on objects on a higher layer.

    I saw this version (linked below), which only uses 1 canvas, and allows a background, without the need for transparency, etc, however it doesn't work well with multiple light sources.

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightTest02.capx

    With yours, I like the way the colour bleeds into each other forming different colours, but can't really see why 2 canvas' are required. I've tried altering bits and pieces, but it seems to be an easy thing to break.

    However, I have disabled the falloff visibility toggle every tick, as I don't see any difference. I've also added a distance indicator so that shadows aren't drawn on objects that are too far away from lights.

    Still, my attempts at combining the two methods have been met with failure. Any ideas?

  • R0J0hound

    Sorry to bother you, but can you think of a way to have the canvas serve as a destination in effect. I've tried adding it myself but to no effect.

    Also, I can't seem to figure out how to put a background texture in the example you've produced. Each time I do, the coloured lights just appear to wash away any detail.

    Hope you can help. I've been working on this mini-project for the last couple of days, only to suddenly hit this potential roadblock.

    If you'd like to see the capx I've been working on, I can pm it to you?