UnusualCadence's Forum Posts

  • 12 posts
  • Loving this plugin, but I think I'm running in to some of the shadowing "issues" with three.js:

    * Is there any way to 'fake' how a point light might cast shadows with a combination of spot lights?

    * I'm using an alpha-transparent diffuse map on a plane for my characters so they get lit correctly. Is there a way for the shadow to take the form of the 'cutout' shape of the texture, rather than the square shape of the plane?

    * Shadows from spot lights/directional lights seem to "override" point lights... the shadows don't get any 'lighter' when coming under the influence of point lights, they seem to just cast darkness everywhere no matter what the lighting set up is. Is there something like a 'priority' setting to overcome this?

  • Aha, I guess there is something under the hood that's not quite right. Thanks for taking a look in to it, R0j0hound, much appreciated!

  • It's a bit of an odd one as I'm aware the Roguelike object isn't more than a data array, so shouldn't have any bearing on Canvas! All I'm doing is pasting a light radius "Sprite" in to a Canvas, and then that Canvas in to a main Canvas. I've tried disabling WebGL but it produces the exact same error.

    I'll have a go converting this over to the Paster plugin - I do have a version but I preferred how the additive lighting looked using Canvas. I also experimented with the performance on an older laptop with a mobile GPU, and Paster seemed to use up a lot more CPU compared to the Canvas implementation in fullscreen.

  • Hello! I've hit upon a weird bug it seems with the Canvas plugin - it really doesn't seem to like the Roguelike plugin ( ) being added or used in the same project!

    I'm getting this error: Uncaught TypeError: Cannot read property "pattern" of undefined, c2canvas_plugin.js, line 298 (col 34)

    It seems to be caused by the action of "Paste Object In To Canvas" - if I comment those out then the game will run (although without the funky lighting effects I've got going, sorta defeating the point of it!). It will also run if I delete the "roguelike" entity from the game, which is also undesirable.

    Is there an obvious way to fix this?

  • QuaziGNRLnose

    Ah that is great to hear! I'm doing an orthographic camera/pixel art project so keeping the lights disabled when not near the viewport should be an easy optimisation. 2.3 is really great to use, I'm a very happy bunny with the lights and sprite plugins! Once you've wrapped your head around the extra dimension and how things are viewed in the editor it becomes very easy to use indeed

  • This is a forward renderer not a deferred renderer, so more lights will kill performance extremely and are not supportet by some graphics cards. This is a limitation in all graphic engines with forward rendering. There are some ways to use more in some engines.

    Ah yes - the drawcalls are going to need keeping an eye on for sure! I was just wondering what the "Max Lights" property on the Q3D Master referred to? I'm currently doing some playing around and have about 8 lights wandering around in the viewport with the sine behaviour and it seems to be rendering correctly at 60 fps on a kinda old desktop PC.

  • This is a great update, thank you for the hard work!

    Edit: Yep, this is getting really easy to use now! It's great to see the wireframe lights and models in the editor, super super useful for setting things up! I love being able to add textures in the animation editor, really happy with how this has turned out

    I'm curious though as to the limitations with the number of lights - is it only that 4 can be rendered in one viewport, or in one entire scene? Or is it types of lights? Or instances?

  • Hello!

    I've been bashing my head against this all day, possibly because I'm missing something obvious!

    Because the Shadow Lights don't have any fall-off over distance I'm trying to set a few of them up on separate layers, using a white-to-transparent gradient with "Source In" set on the shadow light entity to control the area they show up in. This works pretty great, but I haven't found a way to stop the 'masking' sprite from showing up, and obviously it doesn't look so good having white blobs everywhere!

    Is there a way to hide the 'mask' sprite while still having it's Source In blending affect the Shadow Light below it? Am I going about this the right way?

  • This is a pretty great plugin! I was wondering - and I might have missed something obvious here - but is it possible to use the "Q3D Model" plugin to reference geometry made with the "Q3D Master", rather than having to use a basic box/sphere model as in the examples? Being able to manipulate geometry in the editor and add textures via the sprite editor is really, really cool and time-saving, and it'd be great if maybe some of the Q3D Master features could work in the same way (maybe even setting up lights too?)

  • Actually this is just my inexperience with Construct, I've gotten the pathfinding plugin to do what I want now! I guess the roguelike's pathfinding is more useful for setting up locked doors and exits/entrances. Lots of good stuff here, thanks so much

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  • Thanks for this fantastic plugin and also adding in my previous request! It's verrry handy indeed

  • Hello! Thank you for this great plugin, very handy for generating maps indeed I noticed that rot.js has the ability to enter a seed, which I guess is to be able to generate the same layout over and over? Is it possible to add that in to this plugin, or is there a more sensible way to do this with construct (like saving/loading a layout via json)?

  • 12 posts