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Easy Lighting V7.0.2 | Last Updated: 06/07/11


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#141 sargunster

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Posted 22 February 2009 - 12:22 AM

Anyone else still interested in this? :D I am thinking about stopping working on this .gex because it seems pretty complete, so if you have any ideas that you want implemented speak up now while I am still interested! :P

Stop work? Never. Hold maybe, but never stop.
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#142 bocochoco

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Posted 23 February 2009 - 01:40 AM

Noo dont stop working on it.
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#143 frog

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Posted 23 February 2009 - 09:26 PM

No dont stop.. we love this gex..
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#144 sargunster

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Posted 24 February 2009 - 01:56 AM

Noo dont stop working on it.



No dont stop.. we love this gex..


Haha :o. Ditto.
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#145 Hardly

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Posted 24 February 2009 - 11:36 AM

I've had lot's of problems trying to implemment a decent lighting engine on my current project, and I finnaly found some pretty decent lighting stuff wich will for sure save lots of my time while working on my current platformer..

The .gex file and fuctions may be considered complete, but quitting the project (if we can call it that way) shouldn't be an option for now..

Keep the good work mate :3
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#146 Scyler_27

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Posted 25 February 2009 - 08:00 PM

Didn't think this many people were actually using it. :whistle:
I will of course update if there is an error or bug found, but as for big new features, I don't really know what else I could add. So in that aspect, I am pretty much done, unless you guys have something in mind that you want me to add?
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#147 shiritt

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Posted 26 February 2009 - 10:10 AM

Dont stop, you can always add depth, or functions for drawing HUD's more efficient
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#148 frog

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Posted 27 February 2009 - 04:16 PM

yes or simplefy the code usage.. like

light_main instead_ light_main_set
light_on
light_off

etc.. ^_^ theres always something ^_^
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#149 bocochoco

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Posted 01 March 2009 - 06:24 PM

Or you could try to figure out shadows... just an idea =)
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#150 Scyler_27

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Posted 02 March 2009 - 03:23 AM

I suppose I could add depth and re-label some of the functions. ::lmao:: As for shadows bocochoco, I have actually been trying to find a fast method to do it... Currently having a 640x480 room 1/4 filled with objects, and one light source brings fps down to around 20-25 on my computer. So I have quite a bit of work to do yet. The trouble I am having is making shadows which keep the shape of the object, otherwise it would be a sinch to make.
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#151 bocochoco

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Posted 04 March 2009 - 10:50 PM

Well make it work buggy, release it as an alpha =) Look at some other code that does the desired effect and see how they do it? I've looked into it before, I think that they do something with something called a 'paralax'? I duno, i gave up after 15 minutes :)

Maybe make aliases for the functions (ex. l_add instead of light_add), I know it doesnt seem like a lot, but those four characters are taxing on my fingers =D
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#152 NickToony

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Posted 09 March 2009 - 09:17 PM

___________________________________________
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_surface

Got this when closing down the game.. v4.1

edit: issue solved. forgot to add a light :)


Can I get a better solution for this error? I do not want to start up the lighting system on the menu. I know I can create a light and then disable all the lighting system, but I'm hoping for more efficient solution.
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#153 Scyler_27

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Posted 10 March 2009 - 04:18 AM

Haven't been working on this recently, sorry about that. I will get right on it and see if I can find a fix for it. I will try uploading a fixed version sometime tonight or tomorrow if I have time.
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#154 True Valhalla

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Posted 10 March 2009 - 11:41 AM

Loved this gex; very nicely coded.

~TV
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#155 Scyler_27

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Posted 10 March 2009 - 08:38 PM

Thank you Valhalla. :)

I updated the .gex to version 4.2! I fixed that odd problem that people were getting while closing the game. I also changed all the function names to lg_* and shortened them a great deal. With lg_main() I added the option to set the lighting's depth, because of this I also removed the function light_set_object_on() because it was rather pointless. (And buggy to say the least)

You can download at the same link above, I hope you enjoy the small update. ;)
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#156 sargunster

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Posted 10 March 2009 - 09:33 PM

With the new lighting function names, I have to redo all my lighting code. lol.

One problem...
When I use tiles in my game, the tiles always show up on top of the lighting instead of below.
How do I fix this?
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#157 Scyler_27

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Posted 10 March 2009 - 11:22 PM

Yeah... sorry about that. :)

As for the tiles, it depends on what depth they are drawn at. Just increase the lighting's depth to be above the tiles. When using lg_main() put -100000000000 as the last argument or something, that should be plenty high enough. :D
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#158 Krisando

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Posted 11 March 2009 - 05:38 AM

Very cool, depth =]
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#159 Sarah

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Posted 11 March 2009 - 07:17 AM

Wow, very snazzy dude.
If I make some game, I may use this.
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#160 frog

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Posted 11 March 2009 - 05:36 PM

wow sweet...
it sure looks better :)
btw i send you my game later.. to one wich ur lighting gex dosnt support...
getting weird lines and then no lighting effects -.-...
when i got more time ill pm it to you :D...

keep up the good work :P...
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