MZ - [MZ & MV v1.9.7] Shora Lighting & Shadow System

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Started by Shora 656 posts Page 11 of 33 View original ↗
  1. cropots said:
    I encountered a problem with this update. See in the attached image the test I did in the DEMO MZ 1.8 projectView attachment 216172
    cropots said:
    I noticed that there is a conflict with the GALV_ActionIndicatorsMZ plugin, see the attached image.View attachment 216230
    Thank you for the report, I'm taking a look at it.

    Niekitty said:
    I... feel like an idiot...

    I spent 2 hours fighting and going back and forth between my current project at the light demo trying to figure out why the mega heckers mine wasn't working. I was even about to post for help.
    And then my SO walked by behind me and pointed at the plugin settings and said "Aren't you using MV?"

    Yyyup. I had not notice the plugin setting was defaulting to MZ.


    Head.
    +
    Desk.
    Bro =))). Sorry for the trouble, actually I was planted to make the default MV/MZ setting to be automatically set instead of user manually set next patch. If you was a little slower... But don't worry, next patch will prevent disaster like your from being happen xD.
  2. Thanks for the plugin, Shora! I'll be glad to support it.

    A question though, I'm using my own particle system. Which layer should I put all of my particles so it will be affected by the lighting layer?
  3. boringprotagonist said:
    Thanks for the plugin, Shora! I'll be glad to support it.

    A question though, I'm using my own particle system. Which layer should I put all of my particles so it will be affected by the lighting layer?
    The layer that lighting is draw on is the same as the map layer, aka the Spriteset's baseSprite (you can access it via console by using SceneManager._scene._spriteset._baseSprite). If you want your particles to be affected by the lighting layer, consider to add it to the above layer BEFORE the lighting layer (by loading your plugin first and simply addChild your layer into it, or use addChildAt to add it before mine).

    Thanks for your support!
  4. Shora said:
    Thank you for the report, I'm taking a look at it.
    Apparently your plugin is treating the <actionIcon: 352> comment as if it were a light. I have just entered a dark map and the event that has the comment <actionIcon: 352> is lit with the default light settings. Thanks for the quick response, excellent as always.
  5. Version 1.8.3 is released.
    Please update to 1.8.3 if you're using 1.8.2, since for some reason I commented all the 2.5D shadow draw in that version. (i want to die)
    Change-logs:
    - Fix bugs that @cropots mentioned.
    - Change the default intensity brightness to 1.3 instead of 1.5.
  6. we rather want to see you alive to make the best plugin rather
    than seeing you under the ground and left this plugin behind :p

    keep up the amazing work =)
  7. @Shora Thanks for the agility, the investment in this plugin is worth every penny.
  8. If it's not too much to ask, when you have a little time, check out a problem you have with the Pocket Events 1.3 plugin (). Everything works fine, but an error happens when I try to remove the item placed on the map, the problem only happens if there is a light comment in the event ( [light bonfire] ).

    I want to make a system for the player to place their lighting wherever they want using Pocket Events.

    Grateful
  9. Here


    The error occurs when I try to take the item to the inventory again, if there is no comment [light] in the event, the error does not happen.
  10. cropots said:
    Here


    The error occurs when I try to take the item to the inventory again, if there is no comment [light] in the event, the error does not happen.

    Thanks for the report. From the video, seems like the error occurs because when the event get taken back in your pocket, the event character's light didn't get destroyed so the light still try to take it position (and so the bug). I will try to patch it.
  11. I found a new bug, see in the video below. The default ambient light setting is dark, I trigger the event to a lighter color and exit the game without saving, even so, the color of when I triggered the event is recorded. The only way to reset this is to restart the game.



    Thanks in advance for the excellent work
  12. I still can't get over how nice this looks.
  13. I see there’s a string of bugs being reported so I felt bad about sharing my own since I didn’t want to overwhelm Shora. Though I think this bug should really be addressed.

    i used the recent Shora Lighting Demo 1.8.3 so as to confirm whether it wasn’t just my game that had this problem.

    I confirmed that if you deploy your game without encryption. The plugin works perfectly fine.
    However if you use encryption the game can’t recognize the light files in the lights folder.
    Error message
    Deployment.png

    I think among all the minor bugs or aesthetic ones this one should probably take precedence as it’s something that has to do with the game creators ability to deploy their own games.​
  14. Enigma_Productions said:
    I see there’s a string of bugs being reported so I felt bad about sharing my own since I didn’t want to overwhelm Shora. Though I think this bug should really be addressed.

    i used the recent Shora Lighting Demo 1.8.3 so as to confirm whether it wasn’t just my game that had this problem.

    I confirmed that if you deploy your game without encryption. The plugin works perfectly fine.
    However if you use encryption the game can’t recognize the light files in the lights folder.
    Error message
    View attachment 216497

    I think among all the minor bugs or aesthetic ones this one should probably take precedence as it’s something that has to do with the game creators ability to deploy their own games.​
    Don't worry, feel free to report back any bugs, both those small one and important one like this. I haven't tried to deploy the project with encryption so I missed this one out. I'm taking a look at it xd
  15. Updated to version 1.8.4.
    Change-logs:
    - Fix an incompatibility bugs that @cropots stated. Now the light will be automatically destroyed when it cannot find it character.
    - Fix @cropots ambient not reset and @Enigma_Productions deployment problem. Both get resolved by (re)loading the parameters/ registering lights when the game start, so that the system already taken care of the decryption.
    Please check out the version to see if there anything else need to be fixed. Cheers!
  16. The problem was solved. Thank you very much.

    A question, when teleporting to another map, the other map is inheriting the lighting settings, is this correct? Shouldn't it inherit the plugin's default light settings? I did the test as in the video, and when changing the map, the light that remained was that of the previous map, ignoring the plugin's default dark lighting.

    Keep up the great work, for sure this is the best MZ lighting plugin.
  17. cropots said:
    The problem was solved. Thank you very much.

    A question, when teleporting to another map, the other map is inheriting the lighting settings, is this correct? Shouldn't it inherit the plugin's default light settings? I did the test as in the video, and when changing the map, the light that remained was that of the previous map, ignoring the plugin's default dark lighting.

    Keep up the great work, for sure this is the best MZ lighting plugin.
    I actually quite enjoy this attribute for the plugin as it makes it easier for me to not always have to place a manual plugin command for each map. I like how the plugin remembers the last shade it had versus the default one. This could be beneficial for people who might make day and night cycles with the plugin too.

    The problem can also easily be fixed by placing a parallel event with the Set Map Ambient Plugin Command. If you place 0 in the Time Slot then whenever you start the game, transfer to a new map, load from a save file. That map will be set instantly to the dark shade of your choice.

    So because the plugin command is serving its purpose I don't really see this particular thing as an issue needing correcting.​
  18. Enigma_Productions said:
    I actually quite enjoy this attribute for the plugin as it makes it easier for me to not always have to place a manual plugin command for each map. I like how the plugin remembers the last shade it had versus the default one. This could be beneficial for people who might make day and night cycles with the plugin too.

    The problem can also easily be fixed by placing a parallel event with the Set Map Ambient Plugin Command. If you place 0 in the Time Slot then whenever you start the game, transfer to a new map, load from a save file. That map will be set instantly to the dark shade of your choice.

    So because the plugin command is serving its purpose I don't really see this particular thing as an issue needing correcting.​
    I understand, it was just a question I had, it's not something I really need in my project, in fact I'll just use it for the night.
  19. Enigma_Productions said:
    I actually quite enjoy this attribute for the plugin as it makes it easier for me to not always have to place a manual plugin command for each map. I like how the plugin remembers the last shade it had versus the default one. This could be beneficial for people who might make day and night cycles with the plugin too.

    The problem can also easily be fixed by placing a parallel event with the Set Map Ambient Plugin Command. If you place 0 in the Time Slot then whenever you start the game, transfer to a new map, load from a save file. That map will be set instantly to the dark shade of your choice.

    So because the plugin command is serving its purpose I don't really see this particular thing as an issue needing correcting.​
    You can also set the ambient color from the map notetags too, just put [ambient <color>] (color can be #ffffff, day, night, etc. inside the map notetags. It a shortcut to a plugin command that automatically be executed in the beginning of the map, so it will affect the global ambient of the game. If needed I would create notetags to "temporary" change the ambient color as well (so when moving to another map it will come back to the old global ambient).
  20. Hey Shora! I keep loving this plugin and the work you are actively putting in to updating it.
    I think I've found a small possible bug!

    When using a transfer player command and transfer the player to the same map they are on, it doesn't show the lighting until the player takes a step.