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This is what I'm doing but multiple roofs at the caveat of losing some outdoor lighting when inside enough..

But i have another problem 😔 

Android shadowcasters meshes are hollow..

I set it up fer PC and expected mobile to be mostly same.. but it's not working at all..

It looks like the system is interpreting the mesh coordinates inside out (clockwise or anticlockwise) and getting the wrong look.. cus the same thing happens upon pc with rotated masks when turned.

Here's a picture u can see it looks wonk fer the walls. And the roof segments im using as floor have shadows cast upon each other instead of just outside.

And Pc looks more like this

Have you had this kind of behaviour with it before? I need a cross-platform mobile/PC solution and can't util this if android isn't gonna work the same or similar.

Looks like gamemaker changed something in the recent versions I’ll check and, in case, release a new version

Ok. Cus i was hoping to utilise Glare Engine for my open world game's 2D lighting

Non-directional light works with Android/PC but has no day/night cycle and stays dark.

If you could add day/night cycle to it without the extra shadows from directional lighting that would solve my cross-platform issue. (I'd actually prefer without the extra directional shadows, just for simplicity). 

Let me know if you can update it.

Update..
I got  day/night it working with non-directional light..
added this to the draw event before drawing and up = true; and day = 0; to the create event.

if up = true {day+= 0.01;}
else {day-=0.01}
glr_set_ambient_daytime(day); if day == 1 { up = false }else if day == 0 {up = true}