Download demo: https://1drv.ms/u/s!AppH38QcoEBfiKU-QqN8sqtLCe1mrg
Link to marketplace: https://marketplace.yoyogames.com/assets/4971/circular-gradients
This asset includes a collection of 33 sprites with different types of circular gradients. Each type has three color versions. One that...
I'v noticed that Draw_Set_Blend_Mode Has been removed. Draw_set_blend_mode is pretty much the corner stone of any lighting engine but since it has been removed i cant use mine. As such, is there any bit of replacement code i can use without having to completely gut my lighting engine?
What I would like to do is to create a spot light that simply sweeps back and forth from left to right, and slightly up and down in an oval like pattern - like a search light, complete with that cone of light (I am sure it has a technical name, I just don't know it.) Think of the Bat Signal...
Hey guys!
I'm curious if it's possible to not affect the backgrounds by the surface I use for lighting.
I have lighting and two shader based effects on the top of that. I want my backgrounds affected by the effects (one is a distortion, the other one is a palette shader) but not the lighting...
The 3D game I'm making so far has a really nice light effect to it, and at the moment I'm testing how it looks by toggling it on and off. (See the attached image.) It gives objects and blocks shading, which looks awesome :cool:
but...
...There's a slight problem: when the lighting effects are...
Hello, I've been fiddling with the 3D functions and I've stumbled into a doubt.
For certain reasons, I need to make certain projections on my 3D space always visible, clear, fully-colored regardless of any fog or lighting settings already applied with the d3d functions, just like the title...
Hello everyone!
I just need some ideas on top down lighting...
I'm using the prettylight buy Nik Sudan (on the market place). It's better than the standard lighting. But I want the lighting to be similar to that game called "Feral Fury". I love that lighting (my game is also top - down). So...
Hello, I am slightly new to this so help would be greatly appreciated. I am trying to create a system where my Rain particles only show in the light around my character. I followed and learned how to make rain in general but would love if someone in this community could assist me in getting the...
Hey there!
I've been working on a surfaces-based lighting engine that subtracts light images from a dark overlay. I've noticed that on slower machines, this approach is a large source of game lag.
When profiling the game through the debugger, I can clearly see that the object responsible for...
I recently followed along with the HeartBeast tutorial on random map generation, available here:
I was wondering if anyone knows how I could make a dynamic lighting system that would work with this grid-based tile world? I have seen quite a few tutorials, but they all require wall objects of...
I've gained a fascination with isometric games, but I'm struggling to couple it with my fascination of lighting and shadows in 2D games. It's undoubtedly a mammoth task to create shadows of blocks that adapt to light sources in 2D isometric space.
I'm starting A level maths and further maths...
Okay, so I have been trying to get lighting to work in my game, but the problem is that most of it doesn't use the default GM shaders. For the stuff that does use the default shaders, I am just using the built in lighting system
I just need two directional lights
I tried countless times using...
Download executable: http://www.mediafire...D Fireworks.exe
Marketplace link: https://goo.gl/GuRfPV
This demo contains a set of different types of fireworks which uses vertex texture fetching and point sprites to efficiently render more than 100,000 particles at once. The logic of the...
Is this the best way to make the Light System, If no please suggest me the best way to do It
because this way use too much memory
Create Event
globalvar Light;
Light = surface_create(room_width,room_height);
Alpha = 1;
Step Event
surface_set_target(Light);
draw_set_color(c_gray)...
I need to make two shaders for my game and I'm having significant trouble understanding the coding language used for the shaders. So I'm looking for someone to help with creating them or flat out creating the needed shaders. One shade needs to be a lighting system, the other needs to be a...
I've been trying (on and off for probably a few months now) to create an extremely simple "light casting" function in my game in order to tell the player what enemies can and can't see. The game is essentially a top-down zelda dungeon puzzle games with "stealth" elements using a C64-esque...
I'm attempting to draw multiple gradient sprites using draw_set_blend_mode(bm_add) near each other on a separate surface from the application surface.
They seem to blend correctly near the center but when it comes to the edges of the gradients they tend to "overlap" each other and it seems like...
I went through the Surface tutorial part 1 that you can download for GM: Studio, and I copied over all the code from the tutorial, but there aren't any darkness effects. The light system works fine, but there isn't any darkness drawn. Is anyone else having this issue?
GM Version: GM:Studio 1.XX
Target Platform: Windows
Download: Tuto_fake_light_studio.zip
Links: N/A
A GMS2 version, FREE: https://forum.yoyogames.com/index.php?threads/fake-light-iii-gms2.25608/
Summary:
This tutorial is a basic one and it DOES NOT HANDLE SHADOWS!!!
Here is a very simple...