[request] port Shadow caster behaviour from C1

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  • I just found out that construct 1 has some features that are not available in construct 2:

    sourceforge.net/apps/mediawiki/construct/index.php

    Would it be possible to port this behavior to construct 2? Currently this is a commonly requested feature and people have found multiple dirty hack ways to do an implementation. But the implementations are not ideal.

    I want to be able to use as a condition IS PLAYER OVERLAPPING SHADOW.

    The CANVAS plugin approach simply draws the shadows. You can not use the shadows as a gameplay mechanic (for stealth or health)

    There is another dirty hack that is too expensive on the cpu- using the LINE OF SIGHT behavior combined with lots of shadow pixel sprites.   <img src="smileys/smiley5.gif" border="0" align="middle" />

    It's hard or impossible to do a stealth game without this key feature.

    This is a really old request- since the c1 days old:

    construct.net/en

    69.24.73.172/scirra/forum/viewtopic.php

    there are many more threads with no propper solutions

    If there is a math wizard on this forum, please make the world better for everyone. Have a look <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Have you taken a look at this yet? It might be helpful.

    construct.net/en

    -for each shadow

    -if player is overlapping shadow

  • It's not good enough for the type of Game I want to use it in.

    The only shadow hacks that are half useful on construct 2 are here

    construct.net/en

    the guy is not happy with his solutions yet either.

    I think shadows should not only be a graphics shader. They should be a behavior (condition) that can affect gameplay.

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  • Shaders can't effect gameplay. Shaders are a post process on the the display memory of the GPU. This means the shadow has no value in game space; and so can't really effect gameplay.

    shadows to be effective in gamplay means shadows need to be an object in the game. In one form or another.

  • makes me wonder how they did it in Stealth ********* Maybe whats visible is a shader. But whats happening under the hood is the engine is drawing a colision object based on angles.

    What I really need in order to use a shadow as a condition is a dynamic colision polygon, that mimics the shape of the shadow drawn by the shader

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