Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 8 of 28 · Next page · Last page
(-1)

How would I add a lighting system like this to Unity 2D?

(1 edit) (+3)

You're probably busy with life and all, but there's a bug in both my game and the v5 download of your tutorial where the normal mapping on the walls doesn't continue once the camera is moved outside the initial view. I've been trying to mess around with values to fix it, but you would probably have a better understanding of why that is.

EDIT: I figured it out! 

In the obj_setup create event, under the Nbegin() function, instead of using matrix_set()... do

tilemap_x(layer_tilemap_get_id("Normal"),-global.vx); tilemap_y(layer_tilemap_get_id("Normal"),-global.vy); 

right below setting the surface target and then also remove the matrix_set() from Nend() as well. The problem is that it was drawing the surface at the top left of the screen at all times, and then keeping it there, regardless of camera movement. What the tilemap code does is actually keep the surface on the viewport at all times and just moves the tilemap itself to always stay in the same spot room-wise.

(1 edit)

Hi, I don't know if you still respond here. I implemented your system into my game and I stumbled upon one issue with the shadows that seems to happen after making the soft shadows.

 By having a source of light in the right part of the wall, the shadows from the left-down corner seem to flicker the further away is the source of light.

I think it has to do with something about the implementation of the soft shadows because if I have sharp shadows everything works as should be, and I also saw this issue occurring in the Part 5 project base here. You know what could cause this? ill greatly appreciate.

(1 edit) (-6)

Doesn't work out of the box so it is pretty much useless, unless you watch his tutorials and spend hours trying to figure it out which I don't want to do.

(-5)

Yeah I like this engine a lot but it seems like he intentionally made it hard to implement in a real game. I really can't think of a reason why any competent programmer would hard code a random screen resolution and not even make it easy to change it. So much wasted potential, it's easier to use a worse engine just because this one is so unnecessarily frustrating to understand.

Is there a way to have the lights affect an object (such as the player) if the object is within the light's range? For example, if the object is being lit up it would then get destroyed or damaged.

(+1)

Quick question, could this be modified to support multiple viewports for a 4 player split-screen game? (Or does it already support split screen multi-viewport?). If it's relatively easy to do, I'll definitely be donating some cash for this project!

(+1)

Hello, I really like it!. 

Im creating a CRT effect and Im looking for a Glow (or Bloom) for or the screen. Is that possible with your library? Can you give me a tip? thanks!!!

In case you're still interested, Post-Processing FX has a Bloom that I think is very elegant, it's worth checking out...

Viewing most recent comments 1 to 8 of 28 · Next page · Last page