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  • R0J0hound

    I can't seem to get that to work either. I had tried breaking up the family first, but that gave me the same result.

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

    The shadow sections no longer correlate with the objects. I've tried changing the resolution, and then altering the size of the pasters.

    The canvas plugin had a function that would resize the canvas, and not just change the size. Is that what I'm doing wrong?

  • Rather interestingly, I can't actually see any functionality with the resolution, nor the pasters being included in a family.

  • R0J0hound

    In my attempt to make it suitable to layouts of all sizes, I added in a feature that will destroy all of the pasters, and then re-create them (just to be tidy, and make sure they're in the same space). I then set their width and height to the size of the layout (so that they can be used everywhere), and finally, I set the resolution.

    However, I noticed that when I scaled the paster objects, the resolution looked like it had dropped. I tweaked the resolution, as you suggested, and that didn't have any effect. Finally, I separated the family into their individual parts, and altered the scale for each, and I ended up with a black screen.

    Please see the attached: https://dl.dropboxusercontent.com/u/50465867/Construct/NewLight.capx

    I've made it work with any layout size (with a few more things to add to help maintain a high frame rate) but notice how low the resolution is? It doesn't matter how much I seem to change the RES variable, it doesn't appear to help.

    It's a brilliant plugin, and thanks again. So close to getting it exactly how I want it. Any ideas how I can fix this resolution? The same technique worked fine for the older version.

  • 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.

  • 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.

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  • 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?

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AnD4D

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