I have a lot of questions about this project. Do you have a discord?
I put the renderer in my room, but how do I set the darkness of the room? I also tried to set the daynight ambience script in the step event but it is not working. I tried to create a custom obj_light by using one of the presets as a parent, but it doesn't seem to allow me to adjust any of the variables such as light_radius. I also want to get the light to flash quickly and then destroy itself but I cannot seem to get that to occur as well.
Viewing post in NixFX Lighting System for GameMaker Studio comments
To make a room dark:
- Put one obj_nixfx_renderer in the room.
- Make a normal controller object for the room, for example obj_room_lighting_controller.
- Put this in the controller's Create event: lighting_setup_done = false;
- Put this in the controller's Step event:
if (!lighting_setup_done) { var fx = nixfx_state(); if (fx.initialized) { fx.ambient_color = make_colour_rgb(20, 24, 32); // dark blue-gray fx.ambient_intensity = 0.10; // lower = darker lighting_setup_done = true; } }
ambient_intensity is the main darkness control, but changing the color also has a huge impact!
- 0.05 = very dark
- 0.10 to 0.20 = normal night/dark room
- 0.30+ = brighter room
If you want a day/night cycle instead of one fixed darkness value, call the ambience function in Step every frame with a timer that changes over time.
Put this in the controller's Create event:
daynight_time = 0;
Put this in the controller's Step event:
var fx = nixfx_state(); if (fx.initialized) { daynight_time += delta_time * 0.000001; nixfx_apply_daynight_ambience(daynight_time, 120.0, "balanced", 1.0); }
That means:
- daynight_time keeps increasing
- 120.0 means a full cycle takes 120 seconds
- "balanced" is the curve name
- 1.0 means full strength
Available curve names are:
- balanced
- clear_day
- moody
If day/night "does nothing", the usual cause is that the function was only called once, or the timer was not changing. It needs to run in Step, not just once in Create.
The lighting system renders on the draw_gui event (by default). PostProcessingFX can render on either the draw_gui or post draw event. I would make an object with a post draw event and put this in the event:
ppfx_id.Draw(application_surface, _pos[0], _pos[1], _pos[2]-_pos[0], _pos[3]-_pos[1], _view_width, _view_height);
That should draw the ppfx shaders after the lighting system effects are drawn.
Sorry I missed this question!
The renderer only turns NixFX on for the room. It does not set the room darkness by itself.
To make a room dark:
- Put one obj_nixfx_renderer in the room.
- Make a normal controller object for the room, for example obj_room_lighting_controller.
- Put this in the controller's Create event: lighting_setup_done = false;
- Put this in the controller's Step event:
if (!lighting_setup_done) {
var fx = nixfx_state();
if (fx.initialized) {
fx.ambient_color = make_colour_rgb(20, 24, 32); // dark blue-gray
fx.ambient_intensity = 0.10; // lower = darker
lighting_setup_done = true;
}
}
ambient_intensity is the main darkness control, but changing the color also has a huge impact!
- 0.05 = very dark
- 0.10 to 0.20 = normal night/dark room
- 0.30+ = brighter room
If you want a day/night cycle instead of one fixed darkness value, call the ambience function in Step every frame with a timer that changes over time.
Put this in the controller's Create event:
daynight_time = 0;
Put this in the controller's Step event:
var fx = nixfx_state();
if (fx.initialized) {
daynight_time += delta_time * 0.000001;
nixfx_apply_daynight_ambience(daynight_time, 120.0, "balanced", 1.0);
}
That means:
- daynight_time keeps increasing
- 120.0 means a full cycle takes 120 seconds
- "balanced" is the curve name
- 1.0 means full strength
Available curve names are:
- balanced
- clear_day
- moody
If day/night "does nothing", the usual cause is that the function was only called once, or the timer was not changing. It needs to run in Step, not just once in Create.