LeuNoeleeste's Forum Posts

  • Well, you just have to disable the part which makes the ennemy affect the player's health. I presume it's like "on collision with player" => player health = player.health - 1 or something. You can make a boolean variable "alive" initialised on true, and when this variable is false (after the ennemy's deafeat), then the ennemy doesn't affect the health anymore. For example :

    [event]

    Ennemy : On collision with Player

    variable alive = true

    [action]

    playerHealth = playerHealth - 1

    [event]

    Ennemy : On collision with Player

    variable alive = false

    [action]

    playerHealth = playerHealth

    It's an idea, I didn't tested it, but that's how I'll try it.

  • saiyadjin haha Indeed, I thought Construct 2 was based on HTML5, my mistake !

    Anyway, yes, you're right. I maintain that I (definitely because it's Javascript) don't have the required skills to take care of that by myself for the moment and it will take months to acquire the concerned knowledge, so my request stays justified. But you're right, if I want to touch the sky with Construct 2, I better learn what will allow me to develop some plugins or effects. So javascript, here I come.

    chrisbrobs Yep, it's upside down, I recently realized it, sorry, let's say it's...original by this way >.>

    Your work, however, is still really good. I tested your effect combined with Pode's effect with several sprites, even if it's not as sweet as the results I saw by using Sprite Lamp or Sprite DLight, it's as convenient (No imported Heightmap needed) as well rendered. It's easier than use Sprite Lamp, too. Congrats ! But the better part is there :

    [quote:3fb55v1u]PLease note . I actually PM'd Pode with regards to 'using / modding' his work. He responded ''Of course, you can use it and modify it as you wish'

    So the guy was not as absent as I thought he was ! I suppose he just doesn't care about his old topic anymore. It's human. But remember what I said at the beginning ?

    [quote:3fb55v1u]We can try the Pode's dynamic light effect. It's a really good work, but it's not in development anymore (Pode himself is mostly absent these days...) and we can't really ask anything or wait some improvements for it.

    If you decide to take care of this great effect and improve it, then this problem will be solved. If this whole topic has allowed someone to be interested in this effect, then take care of it to finally create something better for the whole community, what can I say. In brief, if you want to play with that and make something interesting, I doubt anyone will complain, for sure !

    From my part, if finally nobody tries to improve Pode's work and if Scirra doesn't make anything about that, I'm sure it will be a good base to start working on my own effect latter, when I'll have the necessary skills. Thanks for this information

  • Joannesalfa What kind or sorcery is that ? You didn't even use Pode's work and you can use several light source ? Impressive. As I said to Chrisbrobs, people like you could fix the lack of documentation or methods to allow the users to really use a dynamic system in their projects. Please consider it, I'm sure it will be useful for a lot of Constructors until Scirra does a move about this subject.

    saiyadjin You absolutely right, every great results come with difficulty. But, you're supposed to have some skills at the beginning at least, which will allow you to progress in spite of this difficulty. In my case, I have some knowledge in HTML5 but it's really weak to achieve something like lighting/shadow gestion, that's why I spent last week testing several softwares and possibilites with C2. I found that nothing was really convenient and stable, and even for that, there is almost no any documentations/explanation anywhere. So I made this suggestion, because I'm not competent enough to make it by myself and then share it. Scirra's team is, and as we can see there, some peoples have already the skills I need to get in the future. So, at least, if this topic will not finish with a new feature from Scirra, it could bring a real documentation on this subject if a member writes a tutorial or something. A real informations source for those who want to deal with this kind of effect in the future

    Also, I did know that Normal Map and BumpMap are - initially - there to simulate reliefs. But it's a perfect way to simulate light and shadows, the results we can see on this topic talk by themself (not the Bumpamapping effect maybe, but the Normal Map for sure). A lot, if not all, system of dynamic lighting in 3D (public) game engine like Unity work with that, for example. All the work already available based on this system (like Pode's effect) work with that too. In brief, it's certainly our better way to make it and that's how everyone else makes it anyway. I don't know how we could proceed without that.

  • Colludium : It's not exactly what I expect, but your proposion could be really useful indeed !

    chrisbrobs : Wow, it seems to be a great work. You probably have a better skill than me on C2 !

    Here's what I used to test the combo Sprite lamps / Construct 2 by using Pode's work :

    http://www.mediafire.com/download/cwqlq ... ample.capx

    (original capx in the second link of my first post)

    And another test based on Pode's example (this time, I used SpriteIlluminator to generate a Normal map)

    http://www.mediafire.com/download/i8u0d ... tNorm.capx

    I'm curious to see what you have done. Maybe, if it's really "stable" and useful, you should envisage to make a tutorial about it on Scirra. As I said, almost nobody uses Pode's effect and because Pode himself is not there anymore, it's pretty hard to progress without any documentation anywhere. Someone like you could maybe fix this problem while we're waiting for a futur feature made by Scirra.

  • [12/01/2017] : Once my finals are over, I'll add a new page to explain how to custom the Matriax's effect so you can add as many light sources as you want, using Javascript.

    [23/12/2016] : You can find the tutorial here : https://www.scirra.com/tutorials/9401/enlighten-your-games-with-a-dynamic-lighting/page-1

    French version here : https://www.scirra.com/tutorials/9401/i ... namique/fr

    ##############################################################################################################

    [30/12/2015] : Hey everyone, I see a lot of people talking about Construct 3 and some of them suggest several (often great) ideas, so here's mine. As explained in another topic, my recent obsession was the implementation of dynamic light effect in my game project. If you don't really know what is it (I doubt you don't), it's basically using a Normal Map (which overlaps your sprite) to simulate "real" light :

    I tried several things to figure out what is the better way to deal with that, and my final answer is : nothing.

    https://www.scirra.com/forum/viewtopic.php?f=146&t=166131&p=1002813#p1002813

    Yes, we have some possibilities. We can use a tool called Sprite Lamp, or we can use Sprite DLight. Yes, we can. How to use them in Construct 2 ? With a really hacked way and the impossibility to use more than one light source. It's just amazing how difficult it can be to deal with our Normal Maps and our sprites and the events and the background...I mean, just read that :

    http://www.snakehillgames.com/tag/construct2/

    You'll have an idea of the thing. The better result I got was based on the work of this person :

    http://gamepopper.co.uk/2013/12/23/first-hands-on-preview-spritelamp/

    Even if it's better, it's still really tough. Now, we have some solutions already "included" in our current Construct 2. Evoked in the topic above, we can try the Pode's dynamic light effect. It's a really good work, but it's not in development anymore (Pode himself is mostly absent these days...) and we can't really ask anything or wait some improvements for it. The Bumpmapping Effect (alreay included) was my last subject of studies, and the answers on my topic say it all. For example :

    [quote:2nmlf9ph]If I recall I didn't 1.) like the way the bump mapping worked, 2.) I didn't like the work flow in construct for adding the effect, 3.) the results weren't good compared to a 3d engine, 4.) You could only have 1 light source I think.

    All in all construct 2 is a great tool, but bump mapping sort of is beyond what it was made for currently. Maybe in the future we can get a good lighting system going on. I think it would be awesome to have a more sophisticated rendering system and what not

    In brief : Until now, we just have some beginnings of solutions to use Dynamic lights, but nothing really finished. I think, and maybe others will too, that an improvement of the Bumpmapping effect or a better way to use Normal Maps could be great in Construct 3. It's currently really odd, hacked and complicated, I suppose it's possible to make the work easier. Or, at least, stable.

    Also, how about the compatibility between Sprite Dlight and Spriter Pro ? It's an old idea :

    https://www.scirra.com/forum/sprite-dlight-support_t118649

    And we don't have any news about that <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I'm sure Construct 3 will be great anyway, and I suppose that Scirra has some greater priorities than playing with some light. But well, I've nothing to lose if by proposing it. The dynamic light effect is common in 3D game engines, and Construct 2 is a 2D game engine, I know. So yep, it's certainly not a priority for anyone, I suppose ! It's not abnormal.

  • Thanks for your answers guys. Oh it's not a problem if I have to use one single light source, but it seems that the effect I want doesn't exist on Construct 2 anyway (or it does but it's odd or hacked or stuff...like the method to use Sprite Lamp or Pode's effect). The shader you finally proposed is a good work, but it's not really...the expected result.

    So fock it, I'll use photoshop to create something with a glow effect and fake the light in the whole game.

    But now, don't you think that a real system to deal with dynamic effects with Normal Maps (or some real possibilities to work with the Bumpmapping effect) will be sweet ? I'll suggest it for Construct 3, even if nobody cares, I suppose. Anyway, thanks for your answers !

  • Thanks Ethan

    [quote:2r0og52e]Sprite Lamp, that actually can produce great normal maps, depending on the skill of the artist who draws the required 2-5 lighting profiles. The downside here is obvious: For larger projects, this means a HUGE amount of work, and you need at least some basic artistic skills to paint nice shading for multiple directions.

    Yep, it's on your second proposition and exactly why I don't really like Sprite Lamp. Great results are possible, for with too much work and I don't especially have the skill to use it properly. However, Sprite D Light seems cool, I'll check out. For the moment, I want to know if there's a way to work with the Bumpmapping of C2, even if it's probably not perfect.

  • Hello fellow constructors,

    My current obsession concerns the possibility to add some dynamic lights in our projects. I've experimented several things to understand the beast, two softwares, one external effect (dynamic light by Pode) and an old plugin (canvas by r0j0hound). Now, I have to deal with the Bumpmapping effect inclued in Construct 2. I thought it could be similar to Pode's plugin, but nope.

    As I said, I studied the subject a little bit, so I have my sprite and the corresponding Normal Map. Now my question is simple : is it possible to use the bumpmapping effect to obtain something similar to this GIF ?

    Here's my sprite and its normal Map :

    If it's similar to my previous tries, I have to add the Bumpmapping effect to the Normal map and then, put my sprite behind it, just like that :

    http://www.mediafire.com/download/dmmijddadbebx42/bumpmap_experiment.capx

    But then, how to deal with the light in the event sheet ?

  • Hi folks, while I was thinking about the redesign of my character and levels, I started mulling over some old ideas that I had for rendering. And my current obsession is one single word : light. I want to add some light and shadows in my world, because it's so important for the game's atmosphere, it adds so much...I need dat. I want dat. Nah.

    So, thanks to Pode, there is a way to deal with dynamic 2D light easily since 2012. You can find the corresponding effect there, if you didn't know it until now (If you know a better and recent alternative to deal with 2D light, tell me about it) :

    https://www.scirra.com/forum/effect-2d-dynamic-lighting_t75219

    But, if this effect can simulate a light projection and the corresponding shadows, it can't really light the environment. I mean, what if I want something like that, for instance (the lighting only) :

    Generate "real light"...like, if there is no light source, the whole level is dark. Until I add a light source, somewhere. I don't really know how to proceed, after some research I found some stuff about some "shadow light" behavior on C2, but I prefer to ask you guys, before trying anything. I want to avoid any waste of time (like this summer, dealing with Box2D for weeks for finally realize that Chipmunk Physics could solve my problems on one or two clicks...arf). In brief, do you have any suggestions ?

    Thank you

  • Thanks guys, it works, I can now generate the Normal Maps I want ^^

  • Up ? :/

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah that's not an easy one :/

  • Hello everyone,

    I recently heard about the (useful) 2D Dynamic Lighting Effect created by Pode :

    I was like "Oh great this is exactly what I need" BUT : I don't know how to create a Normal Map.

    Here's the sprite used in Pode's example :

    Now, the concerned Normal Map :

    And then there's me and this atrocity :

    I thought using Paint.NET witht the NormalMapPlus plugin could be enough, but it seems to be wrong as hell. I didn't really understand how to make these normal Maps, how to deal with blue green and red according to the shadows you want and stuff...could someone explain it to me ? I really want to use this effect, it could add so much in the game's atmosphere !

  • Okay everyone, I have my answer now thanks to your own answers, thank you ! I'll continue to work on my current event Sheet and then create another one as long as the previous one...in brief :

    "favour using a few long event sheets over lots of mini ones."

    Noted ! And I'll be careful on the organization (as far as I can, at least). I see that you're waiting for Construct 3, I have absolutely no information about its features, seems to be interesting and promising. I'll check that latter.

    Thanks again !

  • You have to check the order of your layers :

    number 0 : your background

    number 1 : your foreground

    The first (0) layer will be rendered before the second one, so if you don't have the right order, the background is there before the foregound etc. Look at the layer where your character is chilling, look at the layer supposed to be your foreground, and change the order if you have to.