Stop work? Never. Hold maybe, but never stop.Anyone else still interested in this?
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!
Easy Lighting V7.0.2 | Last Updated: 06/07/11
#141
Posted 22 February 2009 - 12:22 AM
#142
Posted 23 February 2009 - 01:40 AM
#143
Posted 23 February 2009 - 09:26 PM
#144
Posted 24 February 2009 - 01:56 AM
Noo dont stop working on it.
No dont stop.. we love this gex..
Haha
#145
Posted 24 February 2009 - 11:36 AM
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
#146
Posted 25 February 2009 - 08:00 PM
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?
#147
Posted 26 February 2009 - 10:10 AM
#148
Posted 27 February 2009 - 04:16 PM
light_main instead_ light_main_set
light_on
light_off
etc..
#149
Posted 01 March 2009 - 06:24 PM
#150
Posted 02 March 2009 - 03:23 AM
#151
Posted 04 March 2009 - 10:50 PM
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
#152
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.
#153
Posted 10 March 2009 - 04:18 AM
#154
Posted 10 March 2009 - 11:41 AM
~TV
#155
Posted 10 March 2009 - 08:38 PM
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.
#156
Posted 10 March 2009 - 09:33 PM
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?
#157
Posted 10 March 2009 - 11:22 PM
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.
#158
Posted 11 March 2009 - 05:38 AM
#159
Posted 11 March 2009 - 07:17 AM
If I make some game, I may use this.
#160
Posted 11 March 2009 - 05:36 PM
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
keep up the good work
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