Edited by LoserHands, 24 January 2009 - 07:43 PM.
Easy Lighting V7.0.2 | Last Updated: 06/07/11
#121
Posted 24 January 2009 - 07:40 PM
#122
Posted 24 January 2009 - 10:47 PM
#123
Posted 24 January 2009 - 11:53 PM
@Galious, Hm... that is an odd problem that I haven't ever come across. Though, if it is working properly on other computers I would have too assume it is your computer. Though, would you mind sending me the editable so I can look through it and see how you are using the lighting functions? (I have seen a few people's where they are using them completely incorrectly which lead to some really wacky results)
@bocochoco, sorta like an alpha check to see how dark/light it is at a point? I tried adding a function like that earlier, and sadly enough I could only come up with one way to do it, but it was an EXTREMELY slow function and could only be called in the create/alarm/etc. events. So I dropped it.
@LoserHands, there is currently no way to change the lighting's depth. It is either drawn at -10,000 or -100,000 depth. Though many people seem to be requesting that I add depth, so perhaps I will add that to the next updated. Though, there will only be able to be one depth for the entire lighting system, not a separate depth for each individual light.
#124
Posted 25 January 2009 - 12:55 PM
@Galious, Hm... that is an odd problem that I haven't ever come across. Though, if it is working properly on other computers I would have too assume it is your computer. Though, would you mind sending me the editable so I can look through it and see how you are using the lighting functions? (I have seen a few people's where they are using them completely incorrectly which lead to some really wacky results)
I found the problem! You DO NOT have to put the option "Treat the initialized variables as 0" on in the ERRORS general options, because it messes everything up.
By the way, how would you make rotating lights? I see those on the second example but can't think of how to do it.
#125
Posted 26 January 2009 - 12:48 AM
As for rotating lights, when you use the function light_add_light() it returns the ID number of the light created. You can later change the lights properties by using it's ID number and the function light_set_light(). The argument angle changed the angle the light is facing. (0 is facing to the right) so if you change that value it will rotate the light. (You could have a constantly increasing variable and set the angle to that)
#126
Posted 27 January 2009 - 10:02 PM
Odd, it doesn't effect it at all for me if that function is checked or not. (And I can't think of why it would) But as long as it is working right... huh.
As for rotating lights, when you use the function light_add_light() it returns the ID number of the light created. You can later change the lights properties by using it's ID number and the function light_set_light(). The argument angle changed the angle the light is facing. (0 is facing to the right) so if you change that value it will rotate the light. (You could have a constantly increasing variable and set the angle to that)
Duh... it happened again. You were right, it has nothing to do with that setting. I do not know what did I do to repair it the last time. It's bugging me a lot...
Could it be something related to graphic acceleration?
#127
Posted 28 January 2009 - 06:51 AM
You could try removing lights, functions, and such (Testing after every change) to see if it is a specific command that is causing the problem. It really looks like something is going wrong with the alpha and blend functions. As if it was not setting alphas and removing the whole sprite shape, then using the oposite blend mode...
#128
Posted 31 January 2009 - 07:52 AM
Does on some pcs.@Galious, Hm... that is an odd problem that I haven't ever come across. Though, if it is working properly on other computers I would have too assume it is your computer. Though, would you mind sending me the editable so I can look through it and see how you are using the lighting functions? (I have seen a few people's where they are using them completely incorrectly which lead to some really wacky results)
I found the problem! You DO NOT have to put the option "Treat the initialized variables as 0" on in the ERRORS general options, because it messes everything up.
By the way, how would you make rotating lights? I see those on the second example but can't think of how to do it.
Will try 4.0
Edited by Krisando, 31 January 2009 - 07:52 AM.
#129
Posted 01 February 2009 - 05:22 AM
#130
Posted 01 February 2009 - 11:11 AM
for new__object93 or something: draw event:
trying to use non-existing surface...
i copied and pasted your codes into my game and yes the gex is installed too...
if u want my gmk file i could send it too ur PM...
#131
Posted 01 February 2009 - 08:02 PM
#132
Posted 02 February 2009 - 03:54 AM
Same error my friend got which was fixed in the newest version, need the surface name so we can go if surface_exists =/i get a weird error
for new__object93 or something: draw event:
trying to use non-existing surface...
i copied and pasted your codes into my game and yes the gex is installed too...
if u want my gmk file i could send it too ur PM...
#133
Posted 07 February 2009 - 10:00 PM
#134
Posted 11 February 2009 - 04:32 PM
#135
Posted 12 February 2009 - 06:55 AM
To learn to install .gex files, check out this sticky topic.
For the rest of you, sorry, I haven't had time to work on the .gex (including fixing that strange error) because I have been having computer troubles recently. The hard-drives have been wigging out on me and I finally got this computer back up and working. Now! To get my rear in gear and get this problem fixed!
Ok, small update guys! Version 4.1 is now avaliable! What is different:
-I attempted to fix the bug so that instead of giving an error when the surface isn't created, then it simply turns them off permanently. This shouldn't be a big problem because there is no reason why the surface wouldn't be created unless it was something with the computer.
-I added a simple function, light_object_set_on(id,true), which I think you guys will appreciate. You can set a specific object to be effected by lights or not! In the example, click on a square for it to be enabled/disabled.
-I removed the light_set_effect() function, I hated that function. Well actually it is still there (but hidden because I wish it never existed) so if you want to use it you can, but don't expect help with it.
Edited by KC LC, 13 February 2009 - 07:35 AM.
#136
Posted 17 February 2009 - 02:07 AM
___________________________________________
In extension function light_end:
Error in code at line 1:
surface_free(global.__light_draw_surface);global.__light_drawon=false;global.__lighting
_current=0;global.__lightsdeleted=0;global.__light
f
lashchance=2;global.__lightblinktime=30;global.__l
i
ghtflickerchance=2;if (sprite_exists(global.__light_circle))sprite_delete(global.__light_circle);if (sprite_exists(global.__light_horz))sprite_delete(global.__light_horz);if (sprite_exists(global.__light_vert))sprite_delete(global.__light_vert);global.__lightingusingcolor=false;global.__li
ghtingiscurrentlyon=false;if (instance_number(global.__lightintobj)>0){with (global.__lightintobj)instance_destroy();}if (object_exists(global.__lightintobj))object_delete(global.__lightintobj);
at position 21: Unknown variable __light_draw_surfaceGot this when closing down the game.. v4.1
edit: issue solved. forgot to add a light
Edited by bocochoco, 17 February 2009 - 02:41 AM.
#137
Posted 18 February 2009 - 05:24 PM
when i made a new game (just to see if it works)
the light works correct.. but in my topdown shooting game the lights wont even work...-.-
its not using any surfaces or 3d .. just plain 2d... so i dont know why...
guess i have to start over the shooter...
anyway.. nice gex mate
#138
Posted 19 February 2009 - 04:47 AM
#139
Posted 19 February 2009 - 03:48 PM
#140
Posted 21 February 2009 - 06:36 AM
Anyone else still interested in this?
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