(MV Version only) Do you think canvas fall-back for this plugin is neccesary?


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Shora

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Version: 1.9.4 [Refactoring to v2..]
Itch.io Page.
Wiki Page.
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Introduction
A Lighting and Shadow plugin for RPG Maker MV/MZ, powered by pixi.js library.

Features
- Create different lighting types using custom light images, with different defaults parameters easily from Plugin Manager.

- Deploy your lighting in events and items, automatically using comment/note, with the ability to override the default setting on demand.

- Tons of plugin commands for both MV and MZ versions to change each light's parameters, in desired tick(s) and transition.

- Light comes with real-time shadows (optionally). With 2.5D soft shadows casted, your game can be enhanced a lot nicer. Makes the shadow caster detection happen automatically using terrain tags, or using region IDs.

- Light comes with animations (optionally). Including automatic pulse animation and flicker animation. Easily create your own light animation using plugin command and/or scripts.

- Battle lighting is finally here!

- Both lights and shadows are deeply optimized for RPG Maker MV/MZ, specifically the PIXI.JS library. Just integrate the plugin into your game without worrying about performance.

- Always there to help you if you’ve encountered any problems, and open to any suggestions!
.


Tutorial
Grab the plugin js file from itch.io official page, and place it inside the js/plugins folder.
1686150358943.png
Enable the plugin inside the Plugin Manager. I suggest placing it above every other plugin.
1686150358961.png
Make a new folder named lights inside the img/ directory. This folder will store all your lighting images. If you don’t have any, a good way is just copy and paste from my demo project.
1686150358981.png
It is done!


Simply add [light] comment to an event's page, and F5 to see if it worked correctly.
If you use the lights image directory from my demo, you should see this:
1686147157570.png

You could override the light default parameters by adding custom arguments after the name. Eg: [flashlight -r 120 -a 45] will give the event (‘s page)/ item’s note a light of name flashlight, with their radius set to 120% and angle to 45 degree. Almost every default parameter could be overridden like this.
Current light parameters include: name, images, status, radius, angle, event’s direction, color tint, color filters, offset, shadow, and animations.
There are currently 2 ways of creating shadow casters (objects that block lights): automatically using terrain tags or/and manually using region IDs. I suggest using terrain tags as you don’t need to draw regions again and again for every map, but region IDs can be useful in some cases if you want to draw it manually.

Method 1: Terrain Tags
Open Database -> Tilesets -> Terrain Tags, and set all the Wall Tile to 1, and Top Wall Tile to 2. You can change those default constant value inside the Plugin Setting -> [Game: Settings]
You should have something like this:
1686147213295.png

Now just draw your map normally, and the shadow caster will be automatically detected. This detection is prioritized over the region IDs, which we will talk below.
1686147213332.png


Method 2: Region IDs
If you used Khas Advanced Lighting before (which has been deprecated), you pretty well know how this works. Just place the region IDs on top of all the wall you drew as the height. You can change the region IDs range in the Plugin Settings as well.
1686147213358.png
You can create various custom lightings for your project, with different image and default settings, using Plugin Settings -> [Lights: Custom].
1686151113746.png
A custom light template currently look like this:
1686151113763.png
1686151113779.png
You also can just copy my custom lights to your project! Simply copy & paste it.


MZ Plugin Command:
Set Light Parameters:
1686149756757.png
Blank settings will remain the same, transition type is optional. Leave the Light Id section blank to target the event that call this command.

Set Map Ambient:
1686149756777.png
You can shorten the eventId for the current lighting (lighting of the event which call the commands) by using a simple "=" instead of typing it id. This is the same as "leave the id blank for this event" in MZ plugin command.

ambient <color (hex)> <time (ticks)>

offset <eventId> <X> <Y> <ticks> <transition type>
offsetx <X> <ticks> <transition type>
offsety <X> <ticks> <transition type>
radius <eventId> <radius (%)> <ticks> <transition type>
angle <eventId> <angle (degree)> <ticks> <transition type>


tint <eventId> <color> <ticks> <transition type>

status <eventId> <on/off>
shadow <eventId> <on/off>


Animation that consistently happens with lights throughout the scene. There are currently 2 implemented: Flicker and Pulse.

Flicker animation makes the light randomly flick.
1686148317423.png
Flicker Intensity, range from 1 to 10, determines the opacity that light achieves when flickering. At 1, it is ~90% opacity.

Flicker Speed determines the frequency of light flickering.

Pulse animation makes the light shrink constantly up and down.
1686148351858.png
Pulse Range determines the minimum and maximum radius that light achieves. It will pulse between Radius - Radius * PulseRange / 100 and Radius + Radius * PulseRange / 100. For example, at 5 pulse range and 100 radius, light will pulse between 95% and 105%.

Pulse Speed determines the speed in which the light pulse.

Using plugin command / scripts, you can animating your lights simplely using the Wait command. Just make sure to match the frame that the command take and the Wait command (40 in the case below).
1644569215197.png

Getting Started
Tutorial From @Enigma_Productions


Gallery

light2-min.gif

:kaoluv:


Change-logs:
Update v.1.1b (13/9/2021): First public beta version released for MZ!.
Update v.1.2b (15/9/2021):
- Now included MV versions! :D

- Add new parameters: Shadow Ambient and Top Block Ambient. These two color are default choice for all light that not specified this setting. Allow user to control their light shadow ambient color and the ambient color affect top-block. Included two new plugin command to change these but only take effect on the next map.
- The MV version now will be merged to the MZ version and share their development in one plugin file. MZ version have the higher priority though, because PIXI V5 have better optimization for this plugin. MV Demo is completely converted from MZ's one.
- Fix various bugs.
Update v.1.3b (4/11/2021):
- Change the code structure to handling save/load functionality (aka fix my past suckness). Thanks @Shiko for the feedback.
- Fix some bugs include @VaiJack8 report of fps drop when changing game variables each frame.
- Get the light layer to draw above the upper layer (everything), intended to use with parallax mapping, as suggest from @Decinbr. Still need tested though (I don't know how to do parallax mapping).
This is a small update since i came back to plugin coding after my personal issues, just fixing feedbacked bugs and adding suggested feature. I'm pretty dis-motivation now so i hope eveyone can give me more feedback and suggestion :) I really appreciate that <3.
Update v.1.4b (1/10/2022):
- Re-written the shadow polygon optimization, which both fixed most weird lighting box when drawing unusual shadow shapes, and drastically reduce the shadow segments numbers by roughly 10% (which lead to faster performance).
- Re-organized the region id usage, counting from zero height so that mean now you can draw 0-height shadow caster block, or can be call as top-down-2D-block. You will need to increase the old region id by 1 though. Also now you can limited the region id block by a range instead of only start index like before (default is from 1 to 10).
- Introduce two more special block that can be specified its id (default is 50 and 51): top-roof block and ignore-shadows block. Top-roof block serve the purpose of draw top roof, which no light can be cast on it (useful when you drawing a gate, etc.) and ignore-shadow block will NOT let any shadow ray to be cast on it (can be use when you want to make the illusion of a wall that is higher than the light ray, which the shadow cannot cast to).
- Fixed some minor bugs.
Update v.1.5 (19/1/2022):
- Now preserve various parameters when the game is saved/loaded, i.e. map's ambient, light's status/offset/color. Will add more in the future.
- Add a new parameters to lighting: Status. Control the status allow you to turn on/off the light anywhere you want without need to removing/adding the light repeatedly.
- Add a new parameters to shadow: Offset. Give you control over the shadow source cast position. The shadow offset will be addition with the light offset, i.e. if you set the light offset to 48 and shadow offset to 4, then the shadow source will be calculated at 52.
- Fulfilled all the default parameters. Now you can easily install the plugin to your project without having weird bug cause by the blank parameters. Also add error throwing when you don't have the image file needed.
Update v.1.6 (27/1/2022):
- Now you can draw static lighting using plugin command/ script, by provide it light type and positions. Currently you can't modify, or even change it status, but in exchange it allow you to draw hundreds, or even thousands of static lighting on the map! Note: MV Version blending mode is NORMAL instead of ADD for technical reason (PIXIJS), and I'm gonna patch it in the future if needed.
- Added soft shadow customisation. Allow you to customize soft shadow status/strength/quality. The prefer strength/quality params is 2/1; 1/1; 1/2. All old previous version used 1/2.
- Added customizable color matrix filter to map, which allow you to higher the lights intensity and make lighting blend nicely into map. Currently only 'brightness' is visible in the plugin params, but you can use $shoraLayer.colorFilter to use all the other methods (see http://filters.pixijs.download/dev/demo/index.html)
- Change lighting registering phase. Now the new lighting type will be registered not only when you create a new game, but when the game boot up (Thanks to @Enigma_Productions).
- Fix a pretty serious memory leak when update from v1.4 to v1.5. Now it should work fine (test this by repeatingly switch between complex map).
- Fix some others minor bugs.
- Change all both demo's plugin command to use script call instead, for synchronizing easier. You can still use each's plugin commands normally.
Update v.1.7 + v.1.8 (8/2/2020):
- Performance:

+ Lighting layer now will can only be drawn to the map layer. By this, pictures are no longer affected by ambient lighting.

+ Soft shadow now use Kawase Blur instead, which much faster than the old Gaussian Blur.

+ Massive performance improvement by purely render mask texture instead of using filters. This also finally allow the radius and angle features to be added.

- Flexibility:

+ Light's state, shadow's state, radius and angle now can be both set in the plugin manager, in the comment syntax or update dynamically using plugin command/ script call.

+ Change the old comment syntax. The new syntax allow for more flexibility since you can choose whether properties to overwritten.

Example: [flashlight -angle 45 -radius 150 -x 12 -direction off]

Read more about available property in the Wiki. The old syntax ([light flashlight]) will still work, but give a warning in console. Please change to the new syntax. (Just change it to [flashlight] will work).

+ Entire plugin state can be dynamically enable/disable using script: $gameLighting.enable(), $gameLighting.disable(), $gameLighting.setPluginState(true / false).

+ Add helper parameters, which currently allow you to defined your color, and disable engine's shadow. By defined your custom color, you can quickly using the color by its name instead of it value, like [light -tint white] instead of [light -tint #ffffff].

+ You can now change the map ambient/shadow ambient/top block ambient from the map's notetags. Syntax is [ambient #333333], [shadowambient night], etc.

+ Temporary remove static lighting feature, to implement custom lighting in the next update. Custom lighting will behave the same as normal character's lighting (so you can still dynamically changes it settings), but with custom position.

- Quality?:

+ By setting radius/angle dynamically by plugin command (by tick similar to offset), you can easily create your own pulsating light/ cycling light. Repeatly changing light with shadow do impact performance, so useful to use this (don't use lots of shadow light continuously pulsating).

+ Moved both the light intensity filters and shadow soft filters to the [Advanced: Filters] section. You can dynamically turn those on/off/set it value.
Update v.1.9 (6/3/2023):

- Massive performance improvement. With Full HD resolution and 100 MOVING lighting & 560 shadow segmentI was able to have ~100 fps using my laptop, when the previous version only have ~14fps. It currently not really stable but it can guaranteed to have at least 5x fps increase on heavy dynamic lighting map. There can be even more optimization in the future since I have already have found what the bottleneck is.

- You can now rotate and scale lighting dynamically WITHOUT impact on shadow performance. Which mean you can have almost every dynamic lights in your game to pulsating for more realistic enhancement and don't need to worry about the fps. With that, the pulse animation option is now worked, you can just enable it in your custom light setting and see the effect.

- Various light parameter now working correctly. For example, you can use [light -r 120 -a 45] to have a quick default light with 120% radius and 45 degree andgle.

- Added tint animation. Now you can animate your light in almost everyway possible: rotating, moving, scaling, flickering and changing colors.

- Fixed various bugs. One important bug I encountered is that if you change paramters on one light, every other lights with the same type will have there paramaters changed (thanks for Javascript reference). It has been fixed.

- Updated the demo, with more animating examples and performance testing maps.

Update v.1.9.1 (6/6/2023):
Download from itch.io page: https://shoraaa.itch.io/shora-lighting-plugin

- Major optimization, mainly for MV version. Up from 2fps to ~50fps in 100 light 500 shadow benchmark.

- Change the pulse factor defination. Now it is the difference of original light radius. For example: Light with original radius 60 with pulse factor 25% will have their radius ranging from 60 - 60*25% to 60 + 60*25%, which is 45 to 75.

- Add a way to temporary disable the plugin on specific map. Just add [lighting off] to the map notetags instead of using event.

- Fix some minor bugs.

Terms of Use
If you want to use this plugin with a free RPG Maker game, you can do it for free and there's no need to contact me. I only ask you to give credit to "Shora" or "Shora Lighting System" somewhere in your game.

This plugin is NOT FREE for COMMERCIAL use. If you want to use it on a commercial title, you may buy the plugin's commercial license via itch.io. This license covers commercial use only for one of your project.
If you are the owner of the games, you can freely use it after buying the license. However if you just participate in the production of the game, not fully owning the game, you must contact me for authorization. This is to limit those from one person buying the license and fake-participate in many others game of other developers to avoid license problem.
Please note that this plugin is provided “as is”, without warranty of any kind. You are responsible for testing it and checking if it’s compatible with your game. In no event shall the author of this plugin be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.

 

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ShadowDragon

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if it become better than khas one, it will be amazing, khas is good with the only shadow
feature, ocram has a nice lightning plugin but community lighting does a pretty awesome
job too.

while dynamic shadows looks awesome, I would like to test it how it works out =)
very nice job indeed :)

I know another one with a GUI and has a plugin command for closing and open doors on
specific time system that can change from morning to night with the light plugin.

this looks very promising as well, if you can overcome khas plugin, you become nr 1 :p
so it can become a wild plugin ^^
 

Hyouryuu-Na

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Just in time! I've been having trouble with Khas' plugin lately. Hopefully this one's smoother and less laggy ^^ It's so good to see someone try something so complicated like this with the realtime shadows and all. Keep up the good work!
 

Shora

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if it become better than khas one, it will be amazing, khas is good with the only shadow
feature, ocram has a nice lightning plugin but community lighting does a pretty awesome
job too.

while dynamic shadows looks awesome, I would like to test it how it works out =)
very nice job indeed :)

I know another one with a GUI and has a plugin command for closing and open doors on
specific time system that can change from morning to night with the light plugin.

this looks very promising as well, if you can overcome khas plugin, you become nr 1 :p
so it can become a wild plugin ^^

Thanks for your reply ;). I am trying to make this plugin more quality and effective (it already user-friendly enough xd). The GUI is just a feature i quickly make to help tester easier to decoration their map (you can find out the fittest configuration to your lighting event ;D. If you want to test how it work out, just leave me a message ;). Everyone is very welcome to test my plugin :D
 

Shora

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Just in time! I've been having trouble with Khas' plugin lately. Hopefully this one's smoother and less laggy ^^ It's so good to see someone try something so complicated like this with the realtime shadows and all. Keep up the good work!
Happy to hear that ^^. This plugin is originally made for MV, but now i'm focusing it into MZ through (MZ have optimized more for WebGL stuffs). MV is still good through, and if you want to test out how the plugin work, just contact me xD. The shadow part may still have bug and doesn't optmized enough, but its can be improved with you guys feedback :D.
 

GmOcean

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This looks really good. I love the dynamic shadow effects it has. I do have a couple questions if you don't mind.
1. Can lights be placed anywhere or is it only attached to the player? I'm under the assumption they're attached to events but clarification on how they can be applied would be nice.
2. Do players/NPCs cast shadows or just terrain?
3. Expanding on #2, do objects cast shadows, for instance a statue on B/C tileset?
4. How do dynamic lights interact with each other? For example, if I have a wall in the middle (3 tiles tall), and a light on the right and left of the wall, in reality the shadow would be darkest at the top and bottom. My question is does this accurately project that, or does one light have higher priority such as being a layer above? Sorry if the question is confusing, just woke up hard to iterate what I mean.

Again though, this looks amazing. If I wasn't so new to the RM series as a whole I'd love to test it out, but I wouldn't be able to give you useful feedback for development purposes.
 

Shora

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This looks really good. I love the dynamic shadow effects it has. I do have a couple questions if you don't mind.
1. Can lights be placed anywhere or is it only attached to the player? I'm under the assumption they're attached to events but clarification on how they can be applied would be nice.
2. Do players/NPCs cast shadows or just terrain?
3. Expanding on #2, do objects cast shadows, for instance a statue on B/C tileset?
4. How do dynamic lights interact with each other? For example, if I have a wall in the middle (3 tiles tall), and a light on the right and left of the wall, in reality the shadow would be darkest at the top and bottom. My question is does this accurately project that, or does one light have higher priority such as being a layer above? Sorry if the question is confusing, just woke up hard to iterate what I mean.

Again though, this looks amazing. If I wasn't so new to the RM series as a whole I'd love to test it out, but I wouldn't be able to give you useful feedback for development purposes.
Hello :D Thanks for your compliment!
As your question:
1. Yes, light can be placed anywhere. For user-friendly, it mainly use event to place light, but for advanced user you cam freely customize it offset :)
2. For user-friendly purpose, assume that just region-tile work on being a shadow caster. But, it will have the option to create any shape of caster you want, because it will cast at the bottom of the object :D. Still, this is very beta feature (I need to load the object image itself to overlay with the shadow, and user need to figure out the "line" of the object bottom root), so it will not included in the first release. Stil, i will certainly include this in future update, or a addition advanced-feature plugin ;).
3. I have answered in #2 :D.
4. I still cannot certainly understand your question :(. But to classify, the light haven't have the layer feature yet. Still, the shadow already have the visual that darkening the top walls, and you can change how it dark :). And, every lights have the ambient shadow color, which change how darken it is in the shadow part. If you want to have priority ambient light, just cleverly configuration the light ;)
 

GmOcean

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Hello :D Thanks for your compliment!
As your question:
1. Yes, light can be placed anywhere. For user-friendly, it mainly use event to place light, but for advanced user you cam freely customize it offset :)
2. For user-friendly purpose, assume that just region-tile work on being a shadow caster. But, it will have the option to create any shape of caster you want, because it will cast at the bottom of the object :D. Still, this is very beta feature (I need to load the object image itself to overlay with the shadow, and user need to figure out the "line" of the object bottom root), so it will not included in the first release. Stil, i will certainly include this in future update, or a addition advanced-feature plugin ;).
3. I have answered in #2 :D.
4. I still cannot certainly understand your question :(. But to classify, the light haven't have the layer feature yet. Still, the shadow already have the visual that darkening the top walls, and you can change how it dark :). And, every lights have the ambient shadow color, which change how darken it is in the shadow part. If you want to have priority ambient light, just cleverly configuration the light ;)
Thanks for the detailed answers. And you answered #4 in the last couple sentences. That's what I was trying to ask. Would shadows overlap with each other. Now that I've had coffee it's so much easier to state. Thanks again, and good luck on future development.
 

Shora

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Hello everyone!. It a few days from i posted this, but a survey is needed for releasing the plugin :). Do you think that canvas fallback for MV version is necessary?. From the beginning when i created this plugin, i always add canvas as a option (fallback is cool!). But now, since the release of MZ with the only-WebGL feature, i want to make a decision on this problem :). Canvas is possible, but it is slower (of course), and do not as beautiful as WebGL was (It doe NOT have the ambient shadow, which made the shadow to be back like default. Also, a lots of realistic visual will be gone.). So, what do you prefer?
 
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Siul

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OMG this is AWESOME!

Even more once Khas is kinda retired.

Shora, any chances to have a MZ port for this? WHERE IS YOUR PATREON TO MAKE IT REAL?!! :D:D
 

Shora

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OMG this is AWESOME!

Even more once Khas is kinda retired.

Shora, any chances to have a MZ port for this? WHERE IS YOUR ******* TO MAKE IT REAL?!! :D:D
Hello :D. I'm glad to hear that you are interested in the plugin. As your question, if you read the post carefully (and the title), this plugin supported both MV and MZ. However, MZ is more focused in, since it the latest version of RPG Maker, and PIXIJS V5 is more optimized for this plugin, both in performance and quality. If you want to try it out, just contact by discord! I always appreciate feedback and suggestion :).
 

MasterTenchi

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Dropped a Discord Friend Request:: I'll put the plugin through some serious test paces if you'd like.
 

Shora

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Dropped a Discord Friend Request:: I'll put the plugin through some serious test paces if you'd like.
I'm happy to hear that ;). Accepted your friend request. Also, the test you said look promising. I'm currently focusing a lot on furthermore improving the performance (like using a quadtree data structure, make spatial grid on the map, ...), so seeing the improvement by some test is really good (i'm working on that right now). Check of your discord message :) !
 

Sinister

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Hey I'd like to give it a test! I'm KJ#2628 I sent a Discord request. :)
 

Shora

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Hey I'd like to give it a test! I'm KJ#2628 I sent a Discord request. :)
Thanks to your intention :D. However, i haven't seen any friend request from you though. I sent you a friend request, check it out!
 

Hyouryuu-Na

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I don't use discord (is that weird?)... Anyways, that's why I sent you a mail ^^
 

Sinister

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Thanks to your intention :D. However, i haven't seen any friend request from you though. I sent you a friend request, check it out!
I sent another just to be sure, you're Shora#7020 right? Make sure your message requests are open to everyone. Mine's KJ#2628 But I haven't seen one yet.
 

Shora

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I sent another just to be sure, you're Shora#7020 right? Make sure your message requests are open to everyone. Mine's KJ#2628 But I haven't seen one yet.
I'm sure that my message opening for everyone though, because there are some people testing the plugin right now from discord. Please check again :).
1609661254549.png
 

Underserial

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is there a option that u do also shadows for the characters?
Like if i have a fireplace it throws a shadow for the char and events ?!

like:
1609868167977.png
 
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