MJOne's Recent Forum Activity

  • Nice example there, but that part I have figured out, what I can't figure out is how to blend the tiles when there are many light sources.

  • aah I will try that newt. Thanks!

    But how would you do the blending with multiple lights that illuminates the same tile?

    If you also have a gradient drop in light strength in the color filter RGB channels. 255 to 0. White to black.

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  • Please explain :)

  • <font size="3">Tilebased Light - kinda like Minecraft</font>

    Hi everyone! Im new to the forum but not so new to Construct.

    Thanks for such a wonderful application! Free of Charge! <img src="smileys/smiley2.gif" border="0" align="middle">

    Im having a brain meltdown here, and this is my last resort.

    I have searched the web for this but I can only find C++ examples and Im no good at interpret that. I have also searched the forums here but I can't find any example which explains this.

    As the title say: Tilebased Light, how would you go about doing that?

    I have tried to add a light variable to every tile and depending on the distance to the light source it gets a certain light value. Then I used that value to set the color filter using the RGB expression. And that worked well. But with multiple lightsources when the lighted area is overlapping and should get a addative effect, I just can't work it out.

    I have also looked at the Bresenham Line algorithm, which some people suggested on the net, like this:

    Youtube Video

    But I can't figure it out... <img src="smileys/smiley9.gif" border="0" align="middle">

    So Im asking for help/directions/examples... <img src="smileys/smiley19.gif" border="0" align="middle">

    That would really get me going again. <img src="smileys/smiley4.gif" border="0" align="middle">

    /MJOne

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MJOne

Member since 19 Jun, 2011

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