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(2 edits)

After much trialing and a weird bug that fixed itself, I have a workaround I built using SIMPLE_LIGHT = glr_lightsimple_create( PLAYER_SPRITE_DEPTHMASK, 0, x, y, c_white,1,1);

..and Cus i move my player, i update the light's scaling once per step so it can equal the facing direction. (Image_xscale)

I also update position (for movement) and subimage (Cus idle animation in PLAYER_SPRITE_DEPTHMASK ).

AND IT WORKS UPON ANDROID!!

Thanks for Glare Engine Tiz! 

This is a stoked moment (I'm stoked I got the workaround working with PC and Android).

I STILL HAVE TO ADD SIMPLE LIGHT "DEPTHMASKS" FOR MY ROCKS AND WALLS, (I ONLY DID THE PLAYER, JUST TO SEE IF IT WORKED) BUT THE ROCKS AND WALLS ARE EASY DONE NOW I HAVE ANDROID COMPATIBILITY SORTED...
OR SO I THOUGHT..
WHEN LIGHTING AMBIENCE BECOMES DARK (NIGHT) THE SHADOWS GET CAST OVER THE SIMPLE LIGHT "DEPTHMASKS"
(THE GLITCH OCCURS ROUGHLY BETWEEN 10PM AND 3AM IN-GAME TIME ) I MIGHT JUST MAKE NIGHT BRIGHTER, AHA

PC SCREENSHOT OF SHADOWS GETTING CAST OVER THE SIMPLE LIGHT "DEPTHMASKS"
PS, THIS IS AFTER I ADDED SIMPLE LIGHTS "DEPTHMASKS" FOR ROCKS...