DukeSoft
Member
You sell it for 10$ each, and given the fact you have 49 reviews you'll have at least 200 sales... OkayThanks for your reports,
But i don't have GMS2 so i can't fix. (...)I can't spend 99$ only to maintain this extension.
You sell it for 10$ each, and given the fact you have 49 reviews you'll have at least 200 sales... OkayThanks for your reports,
But i don't have GMS2 so i can't fix. (...)I can't spend 99$ only to maintain this extension.
I understand your point. I worked on it for about 2 years, and i will continue to upgrade it when yoyogames will release a free version or "marketplace content creator license" (where you can use the engine without export modules). This marketplace for me is more like a collaboration with them, because i switched to another engine.You sell it for 10$ each, and given the fact you have 49 reviews you'll have at least 200 sales... Okay
Do your meshes have a depth?I have multiple wall objects that each use a JSON vertex list. They are aligned next to each other, but it seems like they sometimes cast shadows on top of another (and sometimes not).
Each light does a check before rendering a visible mesh: if its layer is lower than the mesh's layer, no shadow will be castI also see that a light kind of layers over the wall, where I would actually like the light to just stop at the wall, and not light it at all. Is this the light / mesh height?
Do you understand what I mean?
Was wondering if you have any plans to make it compatible with GMS2.I understand your point. I worked on it for about 2 years, and i will continue to upgrade it when yoyogames will release a free version or "marketplace content creator license" (where you can use the engine without export modules). This marketplace for me is more like a collaboration with them, because i switched to another engine.
Anyway, GMS2 is currently in beta, so we can't say anything about the final price
Its not just that:The scripts are stored in GMX, if I recall correctly, which is based on XML. Using Notepad++ should let you do a mass edit by searching for all instances of something and automatically replacing it with something else.
Would the lights in this asset work with sprites created with something like SpriteIlluminator that uses normal maps?
I saw an earlier comment on page 1 that said it didn't support bump maps, so thought I would ask about normal maps.
Well if u wanna debug, use the glare demo because it utilizes most to all features so if you can run all rooms smoothly with no errors u got it. Everything in the demo worked in GM:S 2 until u get to the second top down room. Then it gives u that error i posted.Would the lights in this asset work with sprites created with something like SpriteIlluminator that uses normal maps?
I saw an earlier comment on page 1 that said it didn't support bump maps, so thought I would ask about normal maps.
This is the same issue I'm having - also static lights and JSON meshes;Hello.
I've got a problem with static light and JSON mesh.
http://imgur.com/sAIKk29
When I use static JSON mesh and static light, there are unknown shadow rays right above the mesh. However, there is no problem with dynamic lights.
How can I prevent it?
P.S. JSON mesh has about 100 points.
http://imgur.com/7WY1tXq
Thank you.
I managed to fix it! Looks like my points were inversed. You'll need to go clockwise with the points (I think). Try loading in the mesh in the editor; https://tizzio.github.io/meshgen/ and reversing the order. This fixed my issues!Hello.
I've got a problem with static light and JSON mesh.
http://imgur.com/sAIKk29
When I use static JSON mesh and static light, there are unknown shadow rays right above the mesh. However, there is no problem with dynamic lights.
How can I prevent it?
P.S. JSON mesh has about 100 points.
http://imgur.com/7WY1tXq
Thank you.
Thanks, I'll tryI managed to fix it! Looks like my points were inversed. You'll need to go clockwise with the points (I think). Try loading in the mesh in the editor; https://tizzio.github.io/meshgen/ and reversing the order. This fixed my issues!
As far as I can tell most of it was from the CNBA engine anyway, but yeah this is more performant as it uses the GPU. Maybe try moving that project to GM:S2?I came here wanting to ask when the engine would be updated to GMS2....good thing I haven't bought it. The last post from the author here was Jan 29th. I read thru the topic as well and saw that the author had moved to another engine, meaning he/she didn't want to invest in GMS2 in order to make this happen. I also happened on the author's website, and the link for the support forum was never updated(still points to the old GMC). So, I'm feeling like it isn't a good idea to invest in this asset currently, as I don't think it will be getting updated or supported anymore....sucks to see that happen to good assets.
This uses both shaders and surfaces, and it does look a lot alike.. So hence my assumptionI'm understanding it had features of the CNBA engine, but I doubt Tizzio actually used any of the code from that. That project is pretty old to be much use in newer GMS from how I see it, and this engine was using shaders, not surfaces.
Thanks!I have it working in GMS2. It takes some fiddling with the view settings but thats about it.
@Bruno - try changing some resolution settings within Glare. Its using a funky setup with views and surfaces.
If I understand correctly, you want a torch that alternates between different shades of orange and yellow.Now i have antoher one: how make torchlight?? I mean how dynamic change color in lights?
lum = 0.1;
alarm[0] = 2;
sprite = spr_glr_light_mask_point_768; // Use any gradient of your choice here
color = make_colour_hsv(13, 180, 180); // i used just one color but you can add more
light = glr_light_create(sprite, 0, x, y, color, lum);
glr_light_set_layer(light, 10);
glr_light_set_depth(light, 5);
glr_light_set_shadow_strength(light, 0.4);
var ri = random_range(lum/2, lum*1.25);
glr_light_set_intensity(light,ri);
alarm[0] = room_speed/5;
glr_light_set_color(light, choose(color, color2, color3));
global.GLR_DIRECTIONAL_ANGLE = 180 - (a * 150);
global.GLR_DIRECTIONAL_ANGLE = -100 - (275 * a);
glr_mesh_set_directional_shadow_length(mesh, 0);
view_visible[1] = true;
view_xport[1] = 0;
view_yport[1] = 0;
view_wport[1] = 256
view_hport[1] = 176
view_camera[1] = camera_create_view(0, 0, room_width, room_height, 0, noone, 5, 5, -1, -1);
d3d_transform_*
calls with proper matrix functionsglr_shadowsprite_destroy
d3d_model_destroy
conversion crashglr_simplelight_destroy
This is the most anticipated extension update ever.I Finally got some time and updated Glare to GMS 2.3
I barely use the forum, so hit me on Discord if you need help or have suggestions!
Changelog (since 2.4.1)
v2.7.3
- Porting to GMS2.3
- Removed compatibility scripts
- Improved performance replacing all
d3d_transform_*
calls with proper matrix functions- Rotated light sprites to be consistent
- Added glr_shadowarea_set_transform
- Fixed glr_draw_gamma (now you can use additive rendering)
- Fixed shadowdepth (workaround for this report)
- Fixed shadowsprites deactivation
- Fixed
glr_shadowsprite_destroy
- Fxed
d3d_model_destroy
conversion crash- Fixed
glr_simplelight_destroy
- Fixed shadowareas for gamma rendering mode
You can find the update inside the IDE
Marketplace > My Library
wallMesh = glr_mesh_create(x, y, false);
glr_mesh_submesh_add_json(wallMesh,"[[0,0],[0,16],[16,16],[16,0]]",0,0);
glr_mesh_update(wallMesh);
Solved it by disabling a bit of that function like this:Script: glr_get_illumination_update at line 17 : wrong number of arguments for function buffer_get_surface
buffer_get_surface(global.GLR_ILLUM_BUFFER, global.GLR_MAIN_SURFACE, 0/*, 0, 0*/);