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Radix

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  01/10/2003
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8th October, 2003 at 20:53:27 -


Alright. This is going to be tough to explain.
In the game I'm working on, Revengel, enemies with a lower Y value are further back (layer-wise) then the main character, so that when you're standing in front you overlap them, and so forth.
Anyway, in the northwest wall of the first room, there are two large windows that spill light into the room. I want the character to be covered in this light ONLY when her feet are overlapping it.
I could simply send the transparent light object to the front when her feet overlap and to back when they don't, but there are also zombies stumbling around, and they need to enter the light, too.

My solution was to use three light objects, one that appears on the ground, and two others, placed above and to the left of the main object (so they appear higher up) that use ink effects to cancel one another out. I didn't know if this would work, I just had some vague idea about stuffing around with ink effects until it worked.

Anyway, the closest I got was having a black window-shaped object below the characters' layers, and a white one above. The black one is transparent and darkens the floor, and the white one cancels it out.
However, the objects just fade the backdrop towards black, they don't decrease the brightness (I was hoping someone might know how to handle this). This means, in order for the light and dark window shadows to cancel each other out, they both have to be too transparent to really make much impression on the player when you pass under one.

Anyone got any ideas?

(I just got another idea whilst typing this, but I doubt it'll work)

 
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Tiles

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  06/12/2002
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9th October, 2003 at 08:46:23 -

hmm,why don´t you use two semitransparent objects,one completely backwards,and one completely to front.could be done after z layering by always set to front /to back
...and make them invisible(the one backwards)/visible(the one in the front) when anybody´s feet is overlapping them?
and to trigger if the feet is overlapping,use an small active object at the feet position...

besides that:i am always constructing my sprites in this way:my mainpiece of the sprite is an circleshaped active.and all the coding is for this active.the sprite itself is just the visible end of it,showing the animations ...

 
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Mr Coffee



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  04/09/2003
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9th October, 2003 at 12:06:22 -

Just draw a light and dark version of the characters. You avoid the problem of transparency slowdown.

 
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