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Sorry I've just been super busy, let me work on this this week and I'll get it done in a few days here for ya! I'll reply to this when I've got updated version. 

Got it, thanks.

(+1)

Ok, the plugin has been updated to allow for player light, and some other Quality of Life updates as well such as plugin commands and a menu for creating the lights so you don't always have to remember the Syntax in a lot of cases. Should be good to go. 

Thank you! I’ll definitely test the plugin within the next couple of days. I really like how it handles screen tinting and how simple it is to use.
There are only two things that caused some issues for me:
– The inability to give the player a light source.
– And… this one is probably minor or insignificant for most people, but in my case, it’s quite noticeable.
When using very dark locations with multiple light sources (for example, torches in a cave), their spherical light and the sharp transition between light and darkness tend to break the visual atmosphere of my maps/levels — the edges between light and shadow look too round and harsh.

I hope you might consider improving this aspect someday.
But this is just a suggestion, not a demand.
Once again, huge thanks for updating the plugin!

Yeah I'll look into it, if you could send some screenshots of what you're talking about, I can work on that too when I get some time. 

Test version

(1 edit)

So the desire is to have the barrier where it goes from light to dark being a little more fuzzy than it is now?

Also are those just normal circular lights or are they one of the sub-types like pulsate?

1 Yeah, it would be great to have a function that adds a blur or diffusion effect around the edges of a light source — to make its contour softer and more natural.

2 Sources:

phase 300 120 #E06502 #b64500 0.1 0.2 0 1  

fire 120 #00FFFF 1 0.1 0.2 0 11  

By the way, I’m not sure how important this is, but —

when trying to disable a light source with something like this:

fire 160 #00FFFF 1 0.1 0.2 0 21

nothing happens.

It seems that adding transparency via 0.1 0.2 and setting the coordinate with 0 somehow breaks the light ID disable system.

Or if you remove part of these parameters, the light source gets displaced incorrectly.

If you remove 0.1 0.2 0, then 160 #00FFFF 1 21 disables normally and nothing gets displaced.

(+1)

Thanks for the heads up, it's probably a bug that I didn't see when I was doing my tests, this helps me make the plugin better for the future, thanks again!

Glad to help!