Illuminated.js

Discussion and feedback on Construct 2

Post » Thu Jul 18, 2013 4:04 pm

I really think this is a major fault with C2. A lack of decent lighting/ shadow options.

Not sure if this is because its difficult to achieve or what.
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Post » Sat Jul 20, 2013 11:20 pm

I've been talking with the dev, and it doesn't really seem he has the time to expand on the demo any more than it is. AT this point it's just a set of javascripts that draw gradients depending on collisions. It it pretty intensive computing wise, as it is checking the angles of collisions a lot. This is really something that should be pushed into the GPU.


That said, I think it was a nice demo but he has throw it out into the wild in the hopes someone will pick it up and increase perf and port it. The real honest answer is, we need a WebGL programmer willing to do it.

My game really needs better lighting, I'm left with 2 options.

1) hire a matte painter to do pixel art lighting on all my backgrounds. This means I can't really change my backgrounds in the future, but it would also be very detailed.

2) USe WebGL lighting to bounce off solids. This would be great to give me flexibility, but I would lose a little detail. I'm ok with this tradeoff.

I'm willing to chip in some $$$ to hire someone to do this. Think of it as a bounty.

@Ashley: I don't know if you have time to help, but I could use assistance in gathering documentation to give to a developer to look over. At this point I don't know what I'm talking about enough to give someone a gig. I just need a list of things they would need to do to make it work.

I would assume it would be a behavior or effect. That you attach to a sprite. It would be called "Light Source" or something. It's only job is to draw shadows and light on the layout, and stop when it hits a surface set to solid. Does that sound right?
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Post » Sun Jul 21, 2013 12:40 pm

To me it looks like this: http://www.scirra.com/forum/casting-shadows-in-c2_topic67369.html

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