F
Florian
Guest
Hi there,
Looking for a nice FOV system for my roguelike project I came accross this tuto :
https://www.yoyogames.com/blog/419/realtime-2d-lighting-in-gamemaker-studio-2-part-1
https://www.yoyogames.com/blog/420/realtime-2d-lighting-in-gamemaker-studio-2-part-2.
Everything works just fine, and except for the shader part I learned a lot here !
The thing however is that using this sytem you either see all the walls (by drawing them on a upper layer) or none o them.
What I'm actually looking for is a FOV system in which only "first" walls (those around the character) are visible.
So I did some research and came to the conclusion that using objects for my wall would make it way easier to handle.
Am I wrong here ?
Most of the topics I found promote using tile-based collision system. But on the other hand I have the feeling that GMS2 offers more options for object-based projects.
Tanks by advance for any advice here.
Looking for a nice FOV system for my roguelike project I came accross this tuto :
https://www.yoyogames.com/blog/419/realtime-2d-lighting-in-gamemaker-studio-2-part-1
https://www.yoyogames.com/blog/420/realtime-2d-lighting-in-gamemaker-studio-2-part-2.
Everything works just fine, and except for the shader part I learned a lot here !
The thing however is that using this sytem you either see all the walls (by drawing them on a upper layer) or none o them.
What I'm actually looking for is a FOV system in which only "first" walls (those around the character) are visible.
So I did some research and came to the conclusion that using objects for my wall would make it way easier to handle.
Am I wrong here ?
Most of the topics I found promote using tile-based collision system. But on the other hand I have the feeling that GMS2 offers more options for object-based projects.
Tanks by advance for any advice here.