MetinSaygin's Forum Posts

  • 3 posts
  • I have not tried the newest lighting update yet, but the logic should be the same whatever light object you use: every tick, set the light's position to the camera position (maybe slightly offset to the right and down, like a hand) and its direction from the camera's yaw and pitch. If the spotlight cone ends up too precise, adding a small delay or lerp on the rotation gives a nice weighted feel. If the new lighting does not cover your case, the old trick still works well in first person: a dark overlay layer on top, with a soft circular sprite using the Destination Out blend mode in the center of the screen. A slight random flicker on the radius or opacity sells the effect a lot.

  • Older projects can look squished because 3D shape objects now use their own Z height property, and the default may not match what the old project expected. Check the Z height on those shapes first, and compare the layer or camera settings too, since the 3D update changed how some defaults work. If you can, make a copy of the project and set the Z height by hand on one shape to see if that fixes it.

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  • Hi everyone, I'm Metin, from Normandy (France). I work in cybersecurity by day and I'm starting to build a tactical FPS inspired by Counter-Strike as a side project. I'm comparing game engines and I'm here to learn, follow what you're doing and share progress later. Glad to join!

  • 3 posts