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Hello!

Regarding the depth change, this is because I'm using depth = -y for depth sorting, and since the game is still 2D, the light is just a "plane," and they're organized into layers, like other things. You can simulate smooth transition by applying a shader that darkens the tree depending on the light's position (but this isn't included).

I need to make it clear that it's more difficult to deal with depth in 2D if you're trying to imitate 3D perspective, like in top-down Zelda-like games, but it's possible to get good results.

Yes, you can change litType to LIT_ALWAYS. This will make the light always stay on regardless of the depth. You could also experiment "normal maps".

What graphics card do you have? AMD or NVidia? I can try to fix that.

I understand the price issue. I sometimes offer discounts, so you can follow me to be notified. You can get a refund if Crystal does not deliver what was described.

I guarantee you won't regret getting Crystal, it's currently the most complete library for GameMaker, and you have complete freedom with it.

Thanks for the quick reply! And the pricing would completely be worth it if it solves what I need. I'm on NVIDIA, if that helps.

I'm definitely not good enough with shaders to write something that would give that gentler lighting effect I'm after. Shaders are hard as hell, so kudos for what you've written.

Is it possible to toggle both "plane" lighting and put a normal map edge lighting effect on top of it, like you demonstrate in the docs you sent? I know that often times these different draw methods are organized as separate functions in libraries like this.

(3 edits)

You're welcome

Yes, it is completely possible to combine both methods. Edge lighting is a property of the light (light penetration), and normal map is a property of the material

What is your specific GPU model if I may ask? I have a GTX 1050 TI and it works fine

(+1)

RTX 2060, but the laptop version. (My understanding is that desktop and laptop version of graphics cards differ slightly.)