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Glare Engine - Shader based illumination [2.x]


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#1 tizzio

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Posted 15 April 2014 - 01:09 PM

1404573338_slide.png?1404573338 

 
> Mesh Generator
http://tizzio.github.io/meshgen/

> Link to Marketplace
https://marketplace....2d-illumination
 
 


5112_original.png?1430514198
 
5113_original.png?1430514537

> Market forum thread
http://gmc.yoyogames...howtopic=629352
 
 
> Demo
Windows (.exe) and Android (.apk)
http://goo.gl/hUFYm6
 
> Features
  • GPU computed shadow casting
  • Mesh based shadows
  • Sprite based shadows
  • Directional Shadows
  • 2D Ambient Occlusion
  • Day-Night cycle
  • Automatic light deactivation
  • Light based on sprite mask
  • Scalable quality
  • Light intensity
  • Soft shadows
  • Post screen AntiAliasing
  • Fully customizable
  • Written in GLSL

Edited by tizzio, 15 May 2015 - 07:06 AM.

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#2 blackhawkrobbo

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Posted 15 April 2014 - 01:11 PM

Hmm, still looks like ~80 fps, thats not that much? Are those screenshots from a slower PC? Because i've seen 3D rendering parralax / real time shadow shaders here at 500fps

The overall result looks nice, though.
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#3 lillbubs

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Posted 15 April 2014 - 01:15 PM

this sounds fantastic, will this support ios and android devices? every light engine i have tried takes such a performance hit that it renders them useless. i use ipad 2 as a reference device.

please excuse my bad grammar  :)


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#4 tizzio

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Posted 15 April 2014 - 01:33 PM

Hmm, still looks like ~80 fps, thats not that much? Are those screenshots from a slower PC? Because i've seen 3D rendering parralax / real time shadow shaders here at 500fps

The overall result looks nice, though.

 
Hi BlackHawkrobbo,
The screenshot that you can see, are from a complete scene in a room 2500x1500 with tiles and objects, lights. enemies out of view, Blur and FXAA on shadows.
IMHO is useless to post screenshots of specific cases with tiny room, 4 lights, just to get 400-500fps.
 
The greatest impact on performance, are "sprite based shadows"
Without those you can have much higher performance, because i compute all vertices via GPU
 
For example: disabling dynamic directional light:
 Screen_Night3.png
 

 

And a test with quality at 0.5 and lot of lights and rotating meshes:

Screen_Night4.png

 

anyway my configuration:
Intel Pentium Dual Cpu E2200  @  2.20Ghz
Ram 3GB
Nvidia GeForce GT 630
 
 
 
Anyway i will release the gex with the source, so you can give me some suggestions to improve it.
 
 
 

this sounds fantastic, will this support ios and android devices? every light engine i have tried takes such a performance hit that it renders them useless. i use ipad 2 as a reference device.
please excuse my bad grammar   :)

It works on android devices, but is too slow,   < 30fps  with 1-2 lights
I tested in low-end devices, so probably with tegra4 you can have reasonable performances 
 
The main problem is that  the gpu of mobile devices, has a really bad fillrate.
Until now, i never seen Realtime shadows on them.


Edited by tizzio, 15 April 2014 - 02:50 PM.

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#5 THE_T_V1RUS

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Posted 15 April 2014 - 02:14 PM

It's looking GREAT! I can not wait to test it out and add it to my games! :)


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#6 tizzio

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Posted 15 April 2014 - 06:45 PM

Working on DayNight Cycle!

 

daynightcycle.png


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#7 teewurst

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Posted 16 April 2014 - 03:30 PM

tizzio you are awesome.

 

Just one question: Is there any light detections mechanism?

 

greetings


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#8 firebellys

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Posted 17 April 2014 - 12:12 AM

I'm going to follow this one!


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#9 3D2DGAMES

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Posted 17 April 2014 - 03:39 PM

how are you calculating your sprite based shadows? because they should not take much of a performance cost.

 

I know your using shaders but Bast did it with his engine in gm8.1.

 

What Not To Do

draw sprite with black image blend over and over. Each time the position and scale is changed to give a sprite based shadow. The problem lies in the long shadows. The longer the shadow the slower the performance

 

 

What Bast did.

draw sprite with black image blend 4 times to a surface. each time the position and scale is changed. Then draw that surface twice onto the final surface. each time with a different position and scale. Then the final surface you can draw as many times as needed with changing the scale and position. This still will take a performance hit for large shadows but it is far far faster than the first method. if needed you can draw to more surfaces as well to find the right spot.

 

As I said before I have no idea if this helps as your using shaders. But if you can find a method that prevents the large performance hit that would be awesome.


Edited by 3D2DGAMES, 17 April 2014 - 03:44 PM.

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#10 BPO_Jeff

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Posted 19 April 2014 - 05:40 PM

Really looking forward to this!  I was messing with the TLighting engine a while back and loved it.  Looking forward to trying this one out.

 

For anyone else daydreaming about how they could apply this to their game, check out Escape Goat 2 for some awesome examples of awesome little lighting tricks enhancing a simple tile-based game (skip to 1:24, but from there every level has a sweet little lighting gimmick or two):

 

 

- Jeff


Edited by BPO_Jeff, 19 April 2014 - 05:47 PM.

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#11 wituz

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Posted 20 April 2014 - 12:50 AM

Looking forward to use this ^_^


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#12 tizzio

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Posted 21 April 2014 - 10:16 AM

@3D2DGAMES,

I use something like the first method that you mentioned: i wrote a shader that repeats the render using texture2D

 

Is faster then many draw calls with "draw_sprite_ext", because it runs inside gpu.

 

Glare will be open source, so you can edit and add new shading techniques ;)

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
 
uniform vec2 LightOffset;
uniform float strength;
uniform float repeats;
 
 
void main()
{
 
  vec2 offset = vec2( v_vTexcoord - LightOffset )*0.025 ; 
  vec2 coord = v_vTexcoord;
  
  for(int i=0; i < repeats ; i++)
  {
     coord -= offset;
     vec4 sample = texture2D(gm_BaseTexture, coord ); 
          gl_FragColor.a += sample.a; 
  }
  gl_FragColor.a = min(gl_FragColor.a, strength);
}

Edited by tizzio, 21 April 2014 - 10:22 AM.

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#13 3D2DGAMES

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Posted 21 April 2014 - 06:01 PM

 

@3D2DGAMES,

I use something like the first method that you mentioned: i wrote a shader that repeats the render using texture2D

 

Is faster then many draw calls with "draw_sprite_ext", because it runs inside gpu.

 

Glare will be open source, so you can edit and add new shading techniques ;)

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
 
uniform vec2 LightOffset;
uniform float strength;
uniform float repeats;
 
 
void main()
{
 
  vec2 offset = vec2( v_vTexcoord - LightOffset )*0.025 ; 
  vec2 coord = v_vTexcoord;
  
  for(int i=0; i < repeats ; i++)
  {
     coord -= offset;
     vec4 sample = texture2D(gm_BaseTexture, coord ); 
          gl_FragColor.a += sample.a; 
  }
  gl_FragColor.a = min(gl_FragColor.a, strength);
}

aha got it. ya the second method I mentioned should be faster because it reduces the amount of draw calls by a ton. A shadow that would require 256 draw calls would only require something like 7-10 draw calls. I guess I will have to learn how to write shaders XD. Great work so far!


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#14 Sirosky

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Posted 22 April 2014 - 12:56 AM

This looks great! I'll be following this topic =3


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#15 Director_X

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Posted 01 May 2014 - 05:51 PM

Simply amazing! :) Can't wait to play with this! :)

 

I hope there will be some examples or tutorials with it as well. :)

 

Many thanks. :)


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#16 rocketgame

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Posted 05 May 2014 - 02:21 AM

WHEN is coming!??


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#17 Debels

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Posted 05 May 2014 - 02:46 AM

Will this work on HTML5?, it would be awesome, but I doubt it since most light engines fail to work on HTML5.

 

@rocketgame he said it on the topic, its being released in June


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#18 firebellys

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Posted 12 May 2014 - 11:38 PM

Any way we can get access to a beta release? So we can start playing with it?


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#19 tizzio

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Posted 18 May 2014 - 08:34 PM

Any way we can get access to a beta release? So we can start playing with it?

Ok, if you want i'll release a beta in few days with the top down shooter example ".gmz" (the one shown in screenshots)


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#20 dipndawtz

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Posted 21 June 2014 - 07:18 AM

Any news on a release, beta or otherwise? This looks fantastic and extremely useful!


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#21 tizzio

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Posted 23 June 2014 - 09:31 AM



Added ambient Occlusion!
--> Link to the video

dbe0213297766ab67584181b21ca53e8.gif

Edited by tizzio, 12 July 2014 - 01:59 PM.

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#22 Scifa

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Posted 23 June 2014 - 10:06 AM

This is really good, been playing around with it for a while now and got the basics sorted.

The ambient light even when set to 0 doesn't seem to cast a solid shadow, i.e. You can still see objects

b8imc8c8l5g39gm2sr91.png


Edited by Scifa, 23 June 2014 - 10:12 AM.

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#23 tizzio

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Posted 23 June 2014 - 11:54 AM

This is really good, been playing around with it for a while now and got the basics sorted.

The ambient light even when set to 0 doesn't seem to cast a solid shadow, i.e. You can still see objects

 
 
If you use glr_set_ambient_daytime(), you have to edit the script in this way, to set the ambient value to rgb(0,0,0) at night
 
 

//glr_set_ambient_daytime(time)
var a = argument0;
var r,g,b, ratio;
if(a <= 0.2){
    //night
    ratio = a/0.2;
    r = lerp(0, 32, ratio);
    g = lerp(0, 28, ratio);
    b = lerp(0, 46, ratio);
    global.GLR_DIRECTIONAL_STRENGTH = 0;
}else if(a <= 0.4){
    //sunrise
    ratio = (a-0.2)/0.2;
    r = lerp(32, 93, ratio);
    g = lerp(28, 88, ratio);
    b = lerp(46, 103, ratio);
    global.GLR_DIRECTIONAL_STRENGTH =  lerp(0,0.30, ratio);
    global.GLR_DIRECTIONAL_LENGTH = lerp(1,0.6, ratio);
}else if(a <= 0.6){
    //noon
    ratio = (a-0.4)/0.2;
    r = lerp(93, 243, ratio);
    g = lerp(88, 238, ratio);
    b = lerp(103, 203, ratio);
    global.GLR_DIRECTIONAL_STRENGTH = lerp(0.30,0.60, ratio);
    global.GLR_DIRECTIONAL_LENGTH = lerp(0.6,0.25, ratio);
}else if(a <= 0.8){
    //afternoon
    ratio = (a-0.6)/0.2;
    r = lerp(243, 183, ratio);
    g = lerp(238, 128, ratio);
    b = lerp(203, 73, ratio);
    global.GLR_DIRECTIONAL_STRENGTH = lerp(0.60,0.75, ratio);
    global.GLR_DIRECTIONAL_LENGTH = lerp(0.25,0.4, ratio);
}else{
    //evening
    ratio = (a-0.8)/0.2;
    r = lerp(183, 0, ratio);
    g = lerp(128, 0, ratio);
    b = lerp(73, 0, ratio);
    global.GLR_DIRECTIONAL_STRENGTH  =  lerp(0.75, 0, ratio);
    global.GLR_DIRECTIONAL_LENGTH = lerp(0.4,1, ratio);
}
global.GLR_DIRECTIONAL_ANGLE = 100+a*275;
global.GLR_AMBIENT_COLOR = make_color_rgb(r, g, b);

Or you can simply use

glr_set_ambient_color(c_black);

Edited by tizzio, 23 June 2014 - 11:56 AM.

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#24 Scifa

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Posted 23 June 2014 - 01:03 PM

Thanks Tizzo! That sorted it.


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#25 Scifa

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Posted 24 June 2014 - 08:03 AM

Just a couple more question, is it possible to hide the light be hide the shadow? 

Also could you explain what the 2 methods do? I've played around with them but couldn't see what they did.

glr_light_set_layer( light id, layer)

 

glr_mesh_set_height(mesh id, height);

Keep up the good work!


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#26 tizzio

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Posted 24 June 2014 - 08:42 AM

is it possible to hide the light be hide the shadow? 

Sorry, i don't understand. Can you explain?

 

 

 

 

Also could you explain what the 2 methods do? I've played around with them but couldn't see what they did.

glr_light_set_layer( light id, layer)

 

glr_mesh_set_height(mesh id, height);

 

"glr_light_set_layer" is related with "glr_mesh_set_layer" because the function "glr_render" makes this check

//in pseudo code
if(light_layer >= mesh_height){
    //cast mesh shadow
}
 
 
//in real code line 157

 if(l_layer >= mesh[| 14]){
    //lot of rendering code
}

 
 
So if you set the mesh layer greater then the light layer, the shadow of this mesh will not be rendered by this light
 
example
 
light1 = glr_light_create(...);
glr_light_set_layer(light1, 2);
 

//this mesh will not cast shadows from light1

mesh = glr_mesh_create(...)
glr_mesh_set_layer(mesh, 10);
 
37089a7f5d5b01711071965265c088c3.png
(the wall has layer = 10 and the spotlight layer = 2)
 
 
 
 
_________________________________
 
 
 
 
"glr_mesh_set_height" instead, is used for directional lights
For example:
- a tree (height = 30), casts shadows on a barrel (height = 2).
- a box (height = 1) does not casts shadows on a wall(height = 4)
- a player(height = 2.5) does not casts shadows on a wall(height = 4)
etc..

 

9c8c867630702b3a1d140c22f571faf1.png


Edited by tizzio, 24 June 2014 - 08:45 AM.

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#27 Scifa

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Posted 24 June 2014 - 09:13 AM

Sorry, I should have posted a picture.

As you can see the lights be-hide the wall in the shadow are begin shown. I understand this is a LOS issue but would be nice to have a feature where you could control the shadow layer with the light layer.

wq35ywdg7krdwbmm51ue.png
 


Edited by Scifa, 24 June 2014 - 09:19 AM.

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#28 tizzio

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Posted 24 June 2014 - 01:01 PM

Sorry, I should have posted a picture.

As you can see the lights be-hide the wall in the shadow are begin shown. I understand this is a LOS issue but would be nice to have a feature where you could control the shadow layer with the light layer.

wq35ywdg7krdwbmm51ue.png

 
 

You have to invert the vertex order
7781eb72a652c83acef18c5721dccf4d.png
 
 
in obj_wall

glr_mesh_vertex_add(mesh_id, 0, 0);
glr_mesh_vertex_add(mesh_id, 0, h);
glr_mesh_vertex_add(mesh_id, w, h);
glr_mesh_vertex_add(mesh_id, w, 0);
glr_mesh_vertex_add(mesh_id, 0, 0);

Edited by tizzio, 24 June 2014 - 01:02 PM.

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#29 MancVandaL

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Posted 26 June 2014 - 11:43 AM

Do you have a download without the demo files in it? Just the bare Glare files so I can knock up my own stuff from scratch. I know I could strip the demo files out but I thought I'd ask before doing so. If I was to do that though, would I just need to keep the scripts and the shaders or are any of the objects part of the engine too? I know some of the objects set the engine up, but they're not actually the engine, so to speak.

 

Great work BTW - PLEASE keep supporting it. :)


Edited by MancVandaL, 26 June 2014 - 11:45 AM.

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#30 tizzio

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Posted 26 June 2014 - 01:57 PM

yes, soon!

Edited by tizzio, 12 July 2014 - 02:01 PM.

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#31 MancVandaL

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Posted 26 June 2014 - 05:31 PM

Brilliant! Thanks!


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#32 alexandervrs

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Posted 27 June 2014 - 10:42 AM

It seems to throw an error in HTML5. Seems to be an non-implemented shader feature or something YYG missed. I'll post a bug report on the bugtracker.

Other than that, works pretty well. I appreciate the MIT license. :)

Oh by the way, a typo, glr_light_set_tollerance() should be glr_light_set_tolerance() instead (one L).


Edited by alexandervrs, 27 June 2014 - 10:55 AM.

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#33 tizzio

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Posted 27 June 2014 - 05:07 PM

It seems to throw an error in HTML5. Seems to be an non-implemented shader feature or something YYG missed. I'll post a bug report on the bugtracker.

Other than that, works pretty well. I appreciate the MIT license. :)

Oh by the way, a typo, glr_light_set_tollerance() should be glr_light_set_tolerance() instead (one L).

 
Thank you alexader, i'm working to fix some residual bugs and new functions


Added 2 scripts:
 
glr_draw_rot(x, y, rot) : draw the main surface rotated


glr_set_size(width, height) : set the engine rendering size


Edited by tizzio, 05 July 2014 - 08:01 PM.

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#34 alexandervrs

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Posted 28 June 2014 - 09:23 PM

From the earlier bug report, it seems you have a couple errors and thus two of the shaders don't compile in HTML5. I paste what xot found out,
 

It's a valid error. Two of the shaders break the rules. It's possible the compiler is optimizing the code to work, but it is not valid source code.
 
In: glr_shader_smooth.shader
 
float numBlurPixelsPerSide = 3.0;
 
... should have the "const" qualifier prepended to it.
 
 
In: glr_shader_shadow_sprite.shader
 
uniform int repeats;
 
... a uniform is not a constant, so it cannot be used in a for-loop conditional. The loop has to be restructured or "repeats" has to be made a constant.

 

 


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#35 tizzio

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Posted 29 June 2014 - 06:49 AM

From the earlier bug report, it seems you have a couple errors and thus two of the shaders don't compile in HTML5. I paste what xot found out,
 

Spoiler


Thank you, i'm trying to fix ;)

Edited by tizzio, 29 June 2014 - 06:49 AM.

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#36 alexandervrs

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Posted 01 July 2014 - 05:32 AM

No problem. :)

 

Haven't tested this extensively but will the surface and lights display correctly when the view scales (zoom in/out) or rotates with view_angle?


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#37 Director_X

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Posted 01 July 2014 - 08:32 AM

The links dont seem to be working. Can someone repost them please.

 

Thanks.


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#38 tizzio

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Posted 01 July 2014 - 07:28 PM

The links dont seem to be working. Can someone repost them please.
 
Thanks.


I'm working to put the download on the new yoyo's marketplace

 

Future updates will be available there

https://marketplace....2d-illumination


Edited by tizzio, 05 July 2014 - 08:02 PM.

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#39 Debels

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Posted 06 July 2014 - 09:32 PM

Might buy it soon, looks awesome!

Edited by Debels, 07 July 2014 - 02:54 AM.

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#40 orse ost e7 o

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Posted 07 July 2014 - 12:05 PM

I have trouble importing scripts, it imports the majority of the scripts twice for some reason. And when i try to run the game i get this error:

 

Reading project file....GMExtension - Unable to parse node - androidProps - text - 0
GMExtension - Unable to parse node - iosProps - text - 0
GMFont - Unable to parse node - TTFName - text - 
GMFont - Unable to parse node - TTFName - text - 
finished.
Remove DnD...Asset Compile finished: 9:14:20 PM
 
Help!

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#41 tizzio

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Posted 08 July 2014 - 12:23 PM

I have trouble importing scripts, it imports the majority of the scripts twice for some reason. And when i try to run the game i get this error:
 
Reading project file....GMExtension - Unable to parse node - androidProps - text - 0
GMExtension - Unable to parse node - iosProps - text - 0
GMFont - Unable to parse node - TTFName - text - 
GMFont - Unable to parse node - TTFName - text - 
finished.
Remove DnD...Asset Compile finished: 9:14:20 PM
 
Help!


Thanks for the reporting, i'll fix as soon as possible!
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#42 tizzio

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Posted 08 July 2014 - 12:49 PM

v 1.1.7    Fixed multiple script files import  (probably a gamemaker's bug that included files twice)
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#43 MancVandaL

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Posted 09 July 2014 - 11:07 PM

Unfortunatly, Steam users like me cannot use Marketplace items at all yet. It's coming, but until then I'll have to do without. I will be having this as soon as though. Keep it up son!


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#44 orse ost e7 o

orse ost e7 o

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Posted 10 July 2014 - 02:05 AM

I'm still getting that multiple script files import error in 1.1.7

kehBOSW.png

Makes me think that this is indeed a game maker bug?


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#45 tizzio

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Posted 10 July 2014 - 05:47 AM

I'm still getting that multiple script files import error in 1.1.7

Makes me think that this is indeed a game maker bug?


Yes. To create an extension, basically, i have to click a button and then gamemaker creates the package with all my assets.
I haven't this trouble, have you a copy of the function in your game?
The function "string_on_off" is only debugging, it's not necessary, so you can delete it

Edited by tizzio, 10 July 2014 - 05:49 AM.

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#46 orse ost e7 o

orse ost e7 o

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Posted 11 July 2014 - 04:43 AM

Its not just "String_on_off" i get that error for. I get that for atleast 60% of the scripts i try to import, and yeah i am using 1.1.7. I'm still getting this when i've deleted all the the duplicate scripts too:

 

Compile started: 1:53:43 PM
"C:\Users\Adrian\AppData\Roaming\GameMaker-Studio-Early-Access\GMAssetCompiler.exe" /c /m=win  /config="Default" /tgt=64 /tg="C:\Users\Adrian\AppData\Local\Temp\gm_ttt_16343\\TextureGroups.txt" /to="C:\Users\Adrian\AppData\Local\Temp\gm_ttt_16343\\TextureOptions.txt" /obob=True /obpp=False /obru=True /obes=False /i=3 /cvm /tp=2048 /mv=1 /iv=0 /rv=0 /bv=170 /gn="Project8" /td="C:\Users\Adrian\AppData\Local\Temp" /cd="C:\Users\Adrian\Documents\GameMaker\Cache" /sh=True /o="C:\Users\Adrian\AppData\Local\Temp\gm_ttt_16343\gm_ttt_1619" "C:\Users\Adrian\Documents\GameMaker\Projects\Project8.gmx\Project8.project.gmx" 

Reading project file....GMExtension - Unable to parse node - androidProps - text - 0
GMExtension - Unable to parse node - iosProps - text - 0
GMFont - Unable to parse node - TTFName - text - 
GMFont - Unable to parse node - TTFName - text - 
finished.
Remove DnD...Asset Compile finished: 1:54:01 PM
-----------------------------------------------------------
executing C:\Users\Adrian\AppData\Local\Temp\gm_ttt_16343\gm_ttt_1619\Project8.win
-----------------------------------------------------------
"C:\Users\Adrian\AppData\Roaming\GameMaker-Studio-Early-Access\Runner.exe"  -game "C:\Users\Adrian\AppData\Local\Temp\gm_ttt_16343\gm_ttt_1619\Project8.win"

RunnerLoadGame: C:\Users\Adrian\AppData\Local\Temp\gm_ttt_16343\gm_ttt_1619\Project8.win
#########################################################################
####!!!!$$$$$$ pwd - C:\Users\Adrian\AppData\Local\Temp\gm_ttt_16343\gm_ttt_1619\
#########################################################################
RunnerLoadGame() - C:\Users\Adrian\AppData\Local\\\Project8.win
Checking if INIFile C:\Users\Adrian\AppData\Local\\/options.ini Exists
!!!!No INI File C:\Users\Adrian\AppData\Local\\/options.ini
Reading File C:\Users\Adrian\AppData\Local\\\Project8.win
Error! not allowing save with filename 'C:\Users\Adrian\AppData\Local\Project8.win'
FAILED to load File C:\Users\Adrian\AppData\Local\\\Project8.win
Compile finished: 1:54:03 PM

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#47 tizzio

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Posted 11 July 2014 - 06:55 PM

Really strange, it works for me, watch the following video:
http://gyazo.com/a35...72156ca735b.mp4
 
Maybe a gamemaker's bug, have you tried to contact yoyogames?
 
Try this steps:
1) Create a new project and import glare assets package.
2) Go to C:\Users\Adrian\AppData\Local\ and search for  "Project8" and delete it
3) Clean the temp directory   C:\Users\Adrian\AppData\Temp and delete all files in this folder (are temporary files)
4) Delete local Glare engine files (right click in your library  http://gyazo.com/387...10d05581b9e.png) and redownload it, restart gamemaker and try the point 1
5) C:\Users\Adrian\AppData\Local\GameMaker-Studio-Early-Access\lib  clear package folder  and eventually assets folder
 

>Android Demo
https://drive.google...MERqNE5WY2FWRjA
 
 
>Upcoming features
In next version (v1.1.8):
- infinite sprite shadows
- static sprite shadows
glare_zps80c79e4c.png

Edited by tizzio, 12 July 2014 - 12:07 PM.

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#48 orse ost e7 o

orse ost e7 o

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Posted 12 July 2014 - 04:34 AM

Ok, i got it to work by making a brand new project, deleting local content for the asset in the market place, re-downloading it, then adding it. Now it works fine! :D Keen to finally start messing around with it, thanks for your time! 


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#49 tizzio

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Posted 12 July 2014 - 01:41 PM

> 1.2.0 released
  • ADDED static spriteshadows
  • ADDED glr_shadowsprite_set_static(id, static)
  • ADDED extra argument (static) to glr_shadowsprite_create(...)
  • ADDED extra argument (static) to glr_shadowsprite_create_from_instance(...)
  • ADDED glr_light_refresh(light) to refresh static lightmaps
  • reorganized glr_light_create()
  • improved glr_render() performances

Edited by tizzio, 12 July 2014 - 01:42 PM.

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#50 teewurst

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Posted 12 July 2014 - 03:15 PM

is there some kind of get_illumination(obj) or ...(x,y)

 

so we can check if an object is visible for another object like

if(get_illumination(other.x,other.y) > 0.4){
   //attack
   ...
}

greetings


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