AnD4D's Forum Posts

  • 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.

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  • 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.

  • 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?

  • http://www.scirra.com/forum/topic76657.html

    Looks like it's Chrome.

  • Got it working slightly using distance, but it's still not quite the desired effect.

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

  • jojoe - I'm afraid I'm not making a shader. Just using the built in bump mapping.

  • Still not figured out to get it to work with multiple light though. Any ideas?

  • Turns out it was the normal map... I was using NVidia's photoshop plugin, and it's silly. Crazy bump works wonders though.