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Cameron L Mercer



Registered
  29/06/2009
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  211
2nd July, 2009 at 10:29:55 -

Okay, well if thats the case:

As for the lighting, I have something of a hack:

GM allows you to define your own blending modes, and if you were to take a lightmap (im not sure what type, I dont know the differences between bumpmaps, normalmaps, and parallax maps), you could create your own shading system where, for example, the red values stood for lighting to the left and blue for lighting to the right (and green would be unused).

You would again load this lightmap into a surface (surfaces are such a powerful feature), and using your custom blending mode, you could blend this with the player sprite, producing the desired shading effect. To change how the lighting affects the players shading, you would simply modify the weight of the red and blue components of the shader, based on nearby light positions.

As for the shadows, something of another hack:
For a sprite-based shadow, you could use something similar to the method above, except overlaid over the ground and not the player.

For a procedurally drawn shadow, I'll need you to clarify up the results that you are trying to achieve
(I can almost guarantee that there will be a solution in GM to whatever you might suggest)

 
n/a

DMT



Registered
  18/06/2009
Points
  150
7th July, 2009 at 01:54:16 -

Or use HWA's blend shaders for shadows, then change the parameters. I also tried this with the Overlay object once.

 
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