How is it possible to create this lighting effect in construct 3?

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  • I have seen this lighting effect in this gif twitter.com/lazybensch/status/1150468782059642880

    As soon as the player sprite is overlapping the light then the light is not anymore visible under the player sprite! It looks amazing and I want to create similar effect for my platformer game but I don't know where to start.

  • construct.net/en/make-games/manuals/construct-3/plugin-reference/shadow-light

    Hello and thanks for the reference of shadow light but this is not what I am looking for. I would like to create similar effect with the gif by using only sptites like in the gif. If you look more closely the light streams retain the pixel art style. I suppose it can be done with a programming logic while the player sprite is overlapping the light but I am not sure with what logic to start with.

  • Here's a quick c3p I did: dropbox.com/t/TP5La4d5jr3lhA0V

    I'm sure there are ways to improve the effect and/or performance, but this should be a good starting point.

  • Here's a quick c3p I did: dropbox.com/t/TP5La4d5jr3lhA0V

    I'm sure there are ways to improve the effect and/or performance, but this should be a good starting point.

    Thank you for this example! I downloaded your c3p and I think it is a very very interesting approach!!! Actually it does the trick!!!

    Do you think it is possible to do this without a drawing canvas? I was thinking about having manual lightrays like normal sprites and with some logic to be able to turn them invisible just under our player sprite. But at the same time the manual lightrays will be visible over our player sprite. The thing that I struggle with this logic is how to manage to have the same lightray sprite moderate visible (for example half visible) regarding our player sprite position.

  • For sure, you could use the same approach to spawn tiled backgrounds or 9-patches. Set their angle however you'd like, and use raycasting to determine their length.

    I suggest you also play around with some effects to find one that fits the lighting style you want. Without seeing more of your project, it's difficult to tell exactly what logic is causing problems.

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  • For sure, you could use the same approach to spawn tiled backgrounds or 9-patches. Set their angle however you'd like, and use raycasting to determine their length.

    I suggest you also play around with some effects to find one that fits the lighting style you want. Without seeing more of your project, it's difficult to tell exactly what logic is causing problems.

    For this one with tiled backgrounds or 9-patches I am not quite sure how to implement. I think I understand what you mean but to be honest I am sitting in the dark. And after that how can I determine the length? Is it possible maybe you can make an example c3p?

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