Sorry, i haven't so much time to update the engine yet!actually I need specific light that will ignore the objects and just project the light as it was in empty room
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tizzio
Member Since 11 Jan 2011Offline Last Active May 22 2013 12:14 PM
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- Age 21 years old
- Birthday December 5, 1991
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GM:Studio
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In Topic: Tlighting[2.4] Gm: Studio
11 May 2013 - 04:33 PM
In Topic: Tlighting[2.4] Gm: Studio
24 April 2013 - 09:41 PM
Awesome addon, really added something to my game!
I have 1 little problem though, how do I destroy the lightning surface? When I return to the menu, the lights and the surface is still there, even though I disabled the lights.
I tried:
Deactivating obj_engine, didn't work,
Disabling all lights, didn't work,
tl_free();, didn't work either.
Couldn't find it in the examples and the documentation site either
nikurizo: Really strange, tl_free() should remove all the lighting system.
Could you add a function to clear all the lights of the system? I hate to use tl_free() and tl_init() every room change.
There is tl_light_delete_all() !
download the latest version ![]()
TehWave: You can draw on the light surface, if you want.
You can retrive the id using tl_get_surface()
In Topic: Tlighting[2.4] Gm: Studio
08 April 2013 - 03:33 PM
The same problem.
Your game has 3d projection, you cannot use my lighting engine.
In Topic: Tlighting[2.4] Gm: Studio
08 April 2013 - 10:19 AM
This engine does not work in d3d.
The projection of the light engine is 2d and the coordinates of your dots are 3D.
There's no way to solve this problem, sorry.
In Topic: Tlighting[2.4] Gm: Studio
07 April 2013 - 12:19 PM
NEW VERSION 2.4
- [ADD] New 2 Arguments in tl_init (width, height). you can use them to set the rendered area size!
- [ADD] tl_area_size(width, height) to reset the rendered area size
- [FIX] fixed division by 0 reported by RisingGames
in next versions i will re-write the vertex storing system to speed up rotation, scaling and rendering of the meshes!
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