Samthul's Recent Forum Activity

  • Hello! So, a followup.. I've changed the design to be a flashlight effect. I'm not entirely sure how I'm going to go about it but I have had some success with setting a 'light layer' as 2D and opaque/black, then pinning a white dithering circle sprite to mouse movement x and y, and setting that to destination out. The only problem I am having now is that there is no distance limit so you end up seeing everything ahead of you. I'm now toying with a distance(player.x,player.y,family.x,family.y) to hopefully curb what is 'lit up' based on distance from player to object. If you know of a better way to implement a flashlight effect while rendering in 3d though I'm open for tips!! Lol

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  • This might be an easy fix for some of you but how do I get lighting to work on z elevated 3d objects? As an example, imagine the player has a torch. I can successfully provide realistic lighting as it pertains to the floor, but when I try to apply this to things like walls, which in my case are around 16 Z high, I can't get it to work. I've tried other methods, such as having the 3d objects opacity automatically fade in/out relative to if the lighting sprite is overlapping a wall, and while this works wonderfully in some regards, it ends up being kinda sucky since the wall ends up see through... the other way I thought to do this was to use another light, this time on a 2d layer AND a 3d layer, but I'm not sure how to cut off the 2d layer light after so much distance... anyways.. hope this makes some sense.. any takers?

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Samthul

Member since 24 Oct, 2019

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