Discussion in 'JS Plugin Releases (RMMV)' started by Khas, Apr 22, 2017.
I can't wait for this!
Sweet! I was waiting for this feature. Thanks khas, u are the man.
Confirmed, sorting Hime plugin on top of my list solved conflict with your plugin. Good advice .
will realtime shadows work with parallax mapping?
@Kilitar nice! I checked its code and it does rewrite a method instead of aliasing it (which is strongly not recommended). It seems a lot of MV developers are doing stuff like this and it's been breaking plugins around.
@lonewolph hopefully yes! You set walls with region tags, so as long as they are aligned, it should work
Here's the final update for my lighting system! Now it has two versions, and the only difference between them is the addition of real-time shadows:
- Version 3.1 is the most lightweight lighting system for RPG Maker MV
- Version 4.0 Ultra has real-time shadows, but it is performance intensive
This is also my final plugin, so now I'm no longer making RPG Maker content anymore. I'll still be around to help everyone and to fix an eventual crazy bug that I may have forgotten, but this version is intended to be the final
@Kilitar both versions now have offset for battler lights
Nice! Gonna do some testing right now
Great! Hey Khas, what about the performance impact with the real time shadows? I mean, its more or less like your previous RMVXA Ultra lighting script?
@KermexRPG well, it will have an impact, but it really depends on your game and the number of moving lights (the system optimizes lights that are not moving) and their size. But it should run pretty well on any modern graphics card
Hey Khas. Having a bit of a problem with the new version. In game when I add the PlayerLanter command I end up receiving this error
rpg_managers.js:1950 TypeError: Cannot read property '26.625' of undefined
at Game_Map.getHeight (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasUltraLighting.js:486)
at Game_Player.Game_CharacterBase.lightHeight (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasUltraLighting.js:616)
at Sprite_Light.refreshHeight (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasUltraLighting.js:1183)
at Sprite_Light.refreshShadows (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasUltraLighting.js:1192)
at Sprite_Light.update (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasUltraLighting.js:1178)
at Khas_Lighting.update (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasUltraLighting.js:1380)
at Khas_Graphics.updateScene (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasUltraLighting.js:1347)
at Spriteset_Map.updateKhasGraphics (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasGraphics.js:149)
at Spriteset_Map.update (/C:/Users/Moisesjr/Documents/Games/1.5/Project4%20-%20Copy/js/plugins/KhasGraphics.js:139)
This isn't present in the demo but it's present on my project. Do you know what might be causing it?
Edit: Actually thorugh more testing I found out it's caused by the pixel movement plugin I use. Causing any object to move with the light tag causes the error. This error, however, does not appear in the advanced version even with pixel movement. It only happens in the Ultra version.
Edit: Also another question. Do you know how I can center the player's visibility in the fog? It's not centered around the player which I suspect might be because I'm using bigger sprites.
Omg, this is amazing!
I would expect lighting system to be quite heavy...
Nothing better than lots of colored lights
Why can't you just have a download with only the necessary plugins and the lighting plugin.. a little frustrating having to download 110mb of extra things I really don't need.
Thank you for the contribution, I hope it works okay.
Is there a way to use the light when you press a button? (As it happened in Vx Ace version)
Or do you need to create a common event associated with an object?
@HasdrubalBarca thanks for reporting this, I'll take a look on the weekend!
@Alastor01 thank you!
@10kk seriously, I can't believe you're complaining about downloading a 21.3mb demo designed to showcase all the plugin features and help you to use it. I even removed all the unused files before packing it.
Geez. A "little frustrating" to spend a lot of effort and receive this kind of feedback.
@Ally I left this functionality for users to implement. You can build a lot of different systems around the lighting engine with common events
Khas. The only download you offer is a 112MB package with different versions of your other plugins too. I'm just saying you should have a direct download to only the js file and lights folder, because that is the plugin for this topic.
If I wanted to turn the player torch on / off with a button, how could I do it?
I did not have problems downloading the files. Also, khas is working for free, so do not complain!
@10kk if you follow the download link on the topic, you'll be redirected to my blog. Then, click on the download link on my blog and you'll be redirected to a Mega shared folder. There you can navigate to the plugin you want to download, which has a demo (21.3mb) and the js file for those who just want to update.
@Ally you may create an event running on parallel process and do the logic there. A bit of knowledge of setting up event systems is required in order to do that
@Khas for example?
And.. Its possible set regions 1 to 10? And not 10, 20 etc?
Hi! I really really love this plugin and I really want to make a game using this... but I have a problem...
This error pops up every time. It used to run in my previous pc. But it got attacked with lots of virus and I had to get it fixed and now this doesn't work anymore.
*Edit* I just tested it from the browser. It works. I also exported the game and it opens and works. So, the only problem (for me... I'm not sure if anyone else is having this problem) is that it doesn't work from the playtest. Anyways, I guess it's not a big problem I can use it!
is there a way make tile always under shadow (even when light source directly under it) ?
in my case i want tile remain dark even when character with lightsource walk under it
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