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JesterOC

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A member registered Mar 14, 2019 · View creator page →

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Any idea why shadowcasting doesn't work with gpu_set_ztestenable(true); even if i set gpu_set_ztestenable(false); before drawing lighting? 

i was able to get lights working by setting it to false and then back to true after.. but the shadowcaster side of the lighting system doesn't like that and refuses to cast shadows.

I might have to do without shadowcasters 😭

At least I was able to get lights working with the shader grass I'm using

If you are able to update the asset to include shadowcasters that work when gpu_set_ztestenable(true) is set, that'd be great.

I tried getting the shader grass I'm using (TouchGrass) to work without gpu_set_ztestenable(true); but it was always invisible, everything i tried.

I think I'm gonna have to give up trying and settle for what I was able to get working, lights + grass.

(2 edits)

Edited: Having an issue with Lights not drawing ShadowCasters not working in my main room after importing the asset...
was having an issue with lights not showing but i fixed that with 
gpu_set_ztestenable(false);//false fer lighting
and then i set it to true again cus it's used by my grass...
 gpu_set_ztestenable(true);//true again


Using Non-directional lighting with day/night ambience 
Day/Night Cycle still works with ambient light... I have no idea what's causing this.
Any suggestions? some way to debug it and work out what's happening with the lights shadowcasters perhaps?

EDIT 2: 

 gpu_set_ztestenable(true);  appears to be why the shadowcasters won't work... 
this sucks, nd i don't wanna choose between shader grass and shadowcasting, gonna look for a fix

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}

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.

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

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.

(1 edit)

I tried following the documentation at 
https://tizsoft.altervista.org/glare/docs/grouping_meshes

to try to group the floor meshes as one..
they turned out even more disconnected. and still has the same issue with door lighting spill if i step off the initial floor onto another floor.

i was using floors to not cast shadows upon the floor area... so i do need floor to have a mesh_set_height value greater than the walls.. can't use a standard object cus that just lets in unrealistic inside shadows from directional light.

see the wall shadow above the floor if i'm not using glare setup code in "floor" obj


is there a way you could make a simple workaround that works with multiple floor segments?
I can't use just one obj for floor cus the player houses in my game are editable and modules...
also, is there a way to turn off/on a shadowcaster? I implemented a non-shader lighting system that was able to and have finished code that requires the shadowcaster(s) to be enabled/disabled based upon the house shape (so the player can walk from module to module in the house

Yeah kewl I bought it and had only 1 problem... indoor wall shadows... i found a solution with obj_glr_wall and obj_glr_roof where I set the roof to a height just below the walls and use it as a floor...  but it only works fully with 1 object for the roof/"floor" segment. otherwise it cuts the shining outside once i've left the first indoor floor "segment" and my game has modular building segments, so i can't just use 1 object.
Any ideas how to get the shining to work through the door with multiple "floor" segments?
heres some pics to explain better,
here's how it shines if i use 1 big floor obj, or if i stand upon the obj near the door.


outside always worked scaled 1 obj or segments.. shines like this


but here's whats wrong if i walked inside and off the first obj, it loses the shining out through the 1st objects edge. i marked the corners of the first object to show where it is..



i don't know what else to do,
so would you have any ideas how to get the shining to work through the door with multiple "floor" segments?

the only code i changed was these

glr_mesh_set_scaling(mesh_id, image_xscale, image_yscale);//scaling fix oc
glr_mesh_set_height(mesh_id, 10); 
(in obj_glr_roof)

glr_mesh_set_height(mesh_id, 8); 
(in obj_glr_wall)

From what I could tell the end of the video showed Sprite-based shadow casting? with text in it?
looking to upgrade from using Aura 2 and need Sprite-based shadow casting and something faster (Your asset looks like the right choice)

KEWL KEWL :)
I'll be looking forward to seeing them when they are done :D

Hi 👋 

These pixel tiles are great. 👍

Are you planning to make an exteriors tileset to make outdoor areas with?

If you are can you please try to make it modular

Niice.. have yet to check it out.. 

I already have Xorshift 32bit prng in GML.. do you know if it'd be faster than 64bit Xorshift? I chose Xorshift 32bit prng a while ago cus i needed to solve cross-platform random seed inconsistencies.. which Xorshift on Android and PC generated the same results.. others i tried didn't.

Oh, maybe a Castle/Treasure tileset? with increasingly lavish treasure chests/piles of loot.

🤞👌👍

Can we get a carnival tent coloring of the big tent? When you're done with the current theme?

Nice Freebie.😉 

Thanks👍

I tried.. it still crashed when client tries sending audio the first time

Hi, I'm having an issue where the first client to attempt talking through their chat client crashes server instance with no popup error message. 

I would also like to see  64 bit support. 

Thanks for such a kewl extension... Hope you can do it!

brill, i'ma see what i can make with it.. 

(2 edits)

I was just about to ask if we can draw effects where it's transparent, aka there's "No Window", then i seen this... Great Work Man!
How exactly does the per-pixel transparency work?
Say for example I wanted to use Fluid Dynamics
WhAT EXTRA STEPS if any are there?
(NOTE2selfBUY WHEN I HAVE MUNNY )

No change of camera and no difference in tilemap origins.

So I tried the system following the basic setup video. But my "normal_begin" tiles are offset by something upon x and y axis. (and perhaps scale, as i tried tile offsets without success )

here's some images:
(without the normals layer)

(with normals layer being offset for unknown reason)


Please Help!!

(1 edit)
Hi, your lighting system looks amazing... 
I just purchased and was just wondering (before I attempt it) if It can do something like this:
( I like how the trees and bushes are lit, but cast shadows... )



I presume this is possible?

amazing!

(1 edit)

Your interior and exterior tilesets look pretty good upscaled with xbr 2x algorithm ;)

That's what I'm doing for my project ☺️.

I appreciate the singles folder as it saves cutting out objects to place, and helps when batch inputting images. But not all things are in the singles folder.. if you could update them please, 🙏

Thanks for the tilesets, they are amazing! 👍

Amazing! Great work! :)

Good Job!

wow

Just found this, awesome collection! 

I could try...

Can u please add an animation of turtle coming out of the shell after withdraw?

I would also love it if these could be animated. It's a legit set of enemies that fit the one theme.🙂

I would happily pay💲for animations of this set. 

Keep up the good work!❤️

(1 edit)

awesomeness 😎👍 Thanks. 

These will go well somewhere in "Bouncy Wild Chronicles" .. ahem .. maybe you will see them in it one day.. 

i have a lighting system.. so i will add the lighting to the lamps. 👌

(1 edit)

Can we get this as a .png or .zip of .pngs ? (Preferably transparent, with light as seperate or not included)

I don't have aseprite...

(2 edits)

It's good to see this asset pack is finished..
400 updates...
You sir, are a legend !

I'm looking forward to seeing the "Exteriors" tileset,
now that "Interiors" are done...

Thanks LimeZu :D

Just found this,
LOOKS SWEET AS!
I wish I had money to buy your game... #poor.

It looks interesting, and i love the look of the 3D + 2D gfx.

Glad I seen ur comments. I was thinking I was gonna have to comment about that myself...

Good to hear there's an update 😃

This looks amazing 😃

I will totally buy it when i can afford it.