This is great.
When I'm using the flashlight though, it seems the radius around the player has to be at least 1 for the flashlight to work. However, if a game is being made where the player's only line of sight is actually within the flashlight, this is a bit of a downer given that they can see 1/2 of a tile around them with the light radius of 1!
Could it be set so that if the radius around the player is 0, they cannot see anything around them except what is in the flashlight?
Thanks.
EDIT: And also some sort of feature to prevent light passing through or onto ceilings (use a notetag for this perhaps) and events without (or with, depending on config, as some games may have more items to tag one way or another) a certain notetag?
EDIT 2: And also, what about a way to change a certain event's light radius, not just the player's?
And also a way to increase the severity of fire flickering, independently by event?
XD
When I'm using the flashlight though, it seems the radius around the player has to be at least 1 for the flashlight to work. However, if a game is being made where the player's only line of sight is actually within the flashlight, this is a bit of a downer given that they can see 1/2 of a tile around them with the light radius of 1!
Could it be set so that if the radius around the player is 0, they cannot see anything around them except what is in the flashlight?
Thanks.
EDIT: And also some sort of feature to prevent light passing through or onto ceilings (use a notetag for this perhaps) and events without (or with, depending on config, as some games may have more items to tag one way or another) a certain notetag?
EDIT 2: And also, what about a way to change a certain event's light radius, not just the player's?
And also a way to increase the severity of fire flickering, independently by event?
XD
just put // before this line 'context.fillRect(x1-r2, y1-r2, r2*2, r2*2);'
I can't let walls block light.. yet, unless somebody can tell me how the data in the game-map is build up.
Shrinking event lightglobes might come later :)
Hi there, sorry to be so late in the game here - but i've downloaded the demo's and ran through everything in the help file but I can not seem to activate it
Basically what I need is a constant flashlight in the game projecting from the player - the minute the game starts it should set the map to black and activate the flashlight ... could somebody describe the steps as if they were speaking to an idiot (cos clearly I am one!)
Thank you in advance!
Basically what I need is a constant flashlight in the game projecting from the player - the minute the game starts it should set the map to black and activate the flashlight ... could somebody describe the steps as if they were speaking to an idiot (cos clearly I am one!)
Thank you in advance!
Activate the flashlight with plugin command 'Flashlight on 8 12 #FFFFFF'
Is it possible this would be compatible with this.
https://atelierrgss.wordpress.com/rmv-time-system/
I want to be able to create a lanturn on my characters in dark area's at night.
So the area around them is lit up.
https://atelierrgss.wordpress.com/rmv-time-system/
I want to be able to create a lanturn on my characters in dark area's at night.
So the area around them is lit up.
with the Tint function from this script.
I must be doing something wrong to get a SaveVariable Lighting error...after loading a game from a save point with lighting around.
i really love that awesome plugin Terrax thanks a lot
i have an idea of a new feature that would be nice
if we could make either event or stuff to be able to stop the light of the torch.
Like in my image we saw that the fire on the wall light everything in his radius even the top of the wall , or a little of the other room where it did not connect.
http://www.mediafire.com/view/s2da1awty93ge6x/Sans%20titre.png#
Maybe i just miss something and we could already do that or its a new idea.
i have an idea of a new feature that would be nice
if we could make either event or stuff to be able to stop the light of the torch.
Like in my image we saw that the fire on the wall light everything in his radius even the top of the wall , or a little of the other room where it did not connect.
http://www.mediafire.com/view/s2da1awty93ge6x/Sans%20titre.png#
Maybe i just miss something and we could already do that or its a new idea.
the tile-data (passage and terrain tags ) from the script.


