Terrax Lighting system

● ARCHIVED · READ-ONLY
Started by Terrax 20 posts View original ↗
  1. Terrax Lighting system


    Version 1.5.1


    Introduction


    Turn a dungeon into a dark cellar with lightsources in any color.


    bk5k2.png




    Features

    • Each lightsource can have a specified radius and light color

    • Extremly easy to set up

    • Player-radius can be configured in the setup



    How to Use
    Add the plugin in your game and view the help information. A demo is included.


    Download


    http://mvplugins.com/plugin/Terrax/Terrax Lighting System


    or


    https://github.com/Terraxz/TerraxLighting


    Released under the MIT Licence
  2. Hmm... The demo's working great but I keep getting a

    "ReferenceError"

    "Map is not defined"

    When I try to start another game with the script (While also copying one of your events over to the new game exactly)

    Any idea what I might be doing wrong?
  3. Ill take a look :)
  4. I can't reproduce the error.. i send you a private message with my e-mail, could you mail me your data and js directory?
  5. I'm not sure the effect of both scripts together is good, but you can have clouds and fog outside from kaus script

    and darkness inside dungeons from my script.

    If you want both scripts to work together, this is how you can fix it..

    - Make sure Terrax Lighting script is loaded before Kau's overlay (put it above Kau's in the plugin manager)

    - Take an text editor and add one line to Kau's script in the first routine you find.

    Spriteset_Map.prototype.createLowerLayer = function() {
        Spriteset_Base.prototype.createLowerLayer.call(this);
        map = $dataMap;
        this.createParallax();
        this.createTilemap();
        if(map.meta.ground || map.meta.all) this.createGroundMap();
        this.createCharacters();
        if(map.meta.par || map.meta.all) this.createParMap();
        if(map.meta.fogName) this.createFogMap();
        if(map.meta.light || map.meta.all) this.createLightMap();
        this.createShadow();
        this.createDestination();
        this.createLightmask();              // <----- ADD THIS LINE
        this.createWeather();
    };

    That's all there is to it.
  6. Finally a Lightning plugin! Thank you so much Terrax! I've been testing it on my project and works well without problems, and it's pretty easy to use.

    However I got a few questions/suggestions...

    1. Is it possible to change the Player radius in-game?

    2. The "black layer" that covers all, can be not-so-black?
  7. Oh man, so simple and without any use of images! There's only 2 errors/typos I found. A typo with "Your done, it's that simple." instead of "You're done, it's that simple." and that #000000 is actually the hex code for black instead of white (which is #FFFFFF).

    So if you use #000000 there won't be an effect on the event. These are just small things to clean up in the help files!  :)

    Other than that, I really like this script and the overlapping light effect; It looks really good!

    Nice work on this Terrax!
  8. Shugos said:
    Finally a Lightning plugin! Thank you so much Terrax! I've been testing it on my project and works well without problems, and it's pretty easy to use.

    However I got a few questions/suggestions...

    1. Is it possible to change the Player radius in-game?      

    2. The "black layer" that covers all, can be not-so-black?
    1. Yes, ill make a script for it

    2. I tried, but it gives some weird effects to the masking.. sorry, it won't work
  9. Vegnarus said:
    Oh man, so simple and without any use of images! There's only 2 errors/typos I found. A typo with "Your done, its that simple." instead of "You're done, its that simple." and that #000000 is actually the hex code for black instead of white (which is #FFFFFF).

    So if you use #000000 there won't be an effect on the event. These are just small things to clean up in the help files!  :)

    Other than that, I really like this script and the overlapping light effect; It looks really good!

    Nice work on this Terrax!
    Thanks for the info, ill change it next update!
  10. =) thanks again for making this, Terrax!
  11. what is the script call do you make to change the radius in game? 
  12. Update 1.0.1 is out, fixed some typo's and included a script to alter the radius with a plugin command.

    (Light radius 100 changes the radius from the default to 100)
  13. So fast Terrax, thanks! 

    Anyway, if you set the radius to something like 700 does a nice effect like the one I wanted to get. 
  14. So this MIT licence means it can't be used in a commercial game without it becoming free?

    *edit* Never mind, I believe I've found my answer.
  15. Hi Terrax. For some reason I just can't get the plugin to work. When I use the demo it's just fine, the lighting works just as intended. If I recreate exactly the same thing in my maps nothing changes. I have the Kaus's mapping plugin and did as you suggested by adding the line of code and placing your lighting plug in above Kaus's to have it compatible. Maybe I'm missing something simple or just not doing it correctly? I'll keep trying to find what I'm missing here. Sorry to bother, thanks if you have any insight :]

    Edit: The ring of vision around the character appears, so that's working. It's dark around them and I can adjust that. But the torches aren't lighting up like in the demo.
  16. does this allow the creation of dark scenes with subtle lighting? not just pitch black with certain areas lit?
  17. So as long as I credit you and have a link to that Wiki page I can use this in a commercial game down the road?
  18. Bernkastel said:
    does this allow the creation of dark scenes with subtle lighting? not just pitch black with certain areas lit?
    For the effect of suble lighting you can set the player radius to extremly high (700 or higher depending on your resolution) or you can place an item with high radius and darkgrey light, it will cover the intire map and create a more suble effect.
  19. Darakudemon said:
    So as long as I credit you and have a link to that Wiki page I can use this in a commercial game down the road?
    The credits alone will do