OcRam - Lights plugin (for MV)

definite_lee

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Agreed, with @bazrat
Ocram if you can make the lights more vibrant and with less white light it would be so much better!
 

OcRam

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Thanks OcRam for the quick fixes.

Is there anyway that you can add to the plugin if you don't have the transparency #'s in the plugin commands/comments that is defaults to ff? Because the hex pickers usually only give 6 digits and what ive come to realize is its mostly not having the transparency digits. Its more a quality of life thing, but when I first started it did confuse me, because it throws an error if you dont have all 8 digits. So it might help someone that are taking a look at your plugin for the first time :D

EDIT: also i wish the color went out further in the light radius, the center is really colorful but then half way through its faded out.

i feel like the color should be most of the radius fading out as it gets closer to the edge, as it is now it looks like it changes to normal ffffffff color about half way and then fades out

Example using #DA4D1EFF for example
Thank you for the feedback!

I will look at these when I get a chance, but I'm pretty sure that these features will be in next version.
 

OcRam

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@bazrat and @definite_lee I have now released totally new version of this plugin and MODs told me that donation pricing model isn't allowed anymore... so I had to change my pricing model to paid-commercial-use.

If you have downloaded this plugin before this change to Terms of Use, you are free to follow those terms. And if you download current version latest Terms of Use must be followed.

Latest version - v2.00 (released 2019/09/06)
  • Fixed stability issues on long play (or spamming menu)
  • Color transparency on hex codes will default to FF
  • Now with more vibrant colors (credits to: bazrat)!
    lights2_vibrant.png lights2_gradient_cones.png
  • Correct default values for player/battle light sources
  • Added EXTENDED params Comment notation!
    • Offset x, y (adjust light source pixel coordinates)
    • Degrees (flash light like effect/half circle etc...)
    • Angle (Starting/fixed angle if degrees < 360 || > 0)
    • Rotation (rotation per frame if degrees < 360)
      lights2_light-ex.png
 

definite_lee

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@bazrat and @definite_lee I have now released totally new version of this plugin and MODs told me that donation pricing model isn't allowed anymore... so I had to change my pricing model to paid-commercial-use.

If you have downloaded this plugin before this change to Terms of Use, you are free to follow those terms. And if you download current version latest Terms of Use must be followed.

Latest version - v2.00 (released 2019/09/06)
  • Fixed stability issues on long play (or spamming menu)
  • Color transparency on hex codes will default to FF
  • Now with more vibrant colors (credits to: bazrat)!
  • Correct default values for player/battle light sources
  • Added EXTENDED params Comment notation!
    • Offset x, y (adjust light source pixel coordinates)
    • Degrees (flash light like effect/half circle etc...)
    • Angle (Starting/fixed angle if degrees < 360 || > 0)
    • Rotation (rotation per frame if degrees < 360)
      View attachment 122837
Awesome Ocram, will try this out soon. We had performance issues with the previous version of the plugin. Hoping this version will work out better for us! Thank you for the update
 

bazrat

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@bazrat and @definite_lee I have now released totally new version of this plugin and MODs told me that donation pricing model isn't allowed anymore... so I had to change my pricing model to paid-commercial-use.

If you have downloaded this plugin before this change to Terms of Use, you are free to follow those terms. And if you download current version latest Terms of Use must be followed.

Latest version - v2.00 (released 2019/09/06)
  • Fixed stability issues on long play (or spamming menu)
  • Color transparency on hex codes will default to FF
  • Now with more vibrant colors (credits to: bazrat)!
  • Correct default values for player/battle light sources
  • Added EXTENDED params Comment notation!
    • Offset x, y (adjust light source pixel coordinates)
    • Degrees (flash light like effect/half circle etc...)
    • Angle (Starting/fixed angle if degrees < 360 || > 0)
    • Rotation (rotation per frame if degrees < 360)
      View attachment 122837
this is great news, thank you!
 

definite_lee

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Hey Ocram, unfortunately we're getting a constant fps drop while using your lights. It's usually between 2-8 fps drop constantly, but sometimes drops even lower. This only happens when I have lights on a map. I had four events each with a fire light type that was pretty small. Just wanted to give you a heads up and see if you had any ideas to improve performance.

By the way, the lights look great in-game, we really want to be able to use this plugin!
 

OcRam

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Hey Ocram, unfortunately we're getting a constant fps drop while using your lights. It's usually between 2-8 fps drop constantly, but sometimes drops even lower. This only happens when I have lights on a map. I had four events each with a fire light type that was pretty small. Just wanted to give you a heads up and see if you had any ideas to improve performance.

By the way, the lights look great in-game, we really want to be able to use this plugin!
Thank you for the report!

I just tested quite large map with 16 fire light sources + 8 moving + 4 rotating + 4 pulsating + 4 flickering + some rotating moving pulsating and fps was steady 60. Small lag (~1 sec) when loading map though...

Is performance drop happening in new project? I once had similar issue and FPS dropped (actually even more about 10-20) and the reason was 1 parallel event which was not optimized.

Parallel events are biggest performance eaters. When parallel events are used always answer 1 question: Why?

In some cases I have used OcRam_Parallels plugin to run event only when scene is reloaded / some switch or var has been changed to increase performance A LOT in above cases. But of course some events need to be run constantly (wait command is absolutely mandatory then).
 

definite_lee

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Just wanted to report that it must have been something on my end because now the performance is great :)
Thanks OcRam
 
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I work on a free game but on patron. Is commercial use or not?
 

OcRam

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I work on a free game but on patron. Is commercial use or not?
If you gain money with your game by any means it is considered commercial use of this plugin and you must own license for it before distributing your game.
 
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If you gain money with your game by any means it is considered commercial use of this plugin and you must own license for it before distributing your game.
Thanks for answer.
 

bazrat

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Hey OcRam, I noticed events now can have x and y offsets to the lighting, which was a great idea.

Can the player do that also through the plugin command? I'm not finding a way to make players x y offset for taller sprites.

EDIT: Also the one thing that make terrax not needed anymore is tile lighting! You can see in the water picture the tiles have a light associated with them through the tileset editor, they can flicker or just be a normal light. Really cool effect if you ever need it
 

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OcRam

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Hey OcRam, I noticed events now can have x and y offsets to the lighting, which was a great idea.

Can the player do that also through the plugin command? I'm not finding a way to make players x y offset for taller sprites.

EDIT: Also the one thing that make terrax not needed anymore is tile lighting! You can see in the water picture the tiles have a light associated with them through the tileset editor, they can flicker or just be a normal light. Really cool effect if you ever need it
Thank you for message,

Player light source offset can be defined in plugin parameters.
player-offset.png

I was wondering about performance of tile lighting... But I'll play around with it a bit ;)
 

bazrat

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Thank you for message,

Player light source offset can be defined in plugin parameters.
View attachment 123221

I was wondering about performance of tile lighting... But I'll play around with it a bit ;)
oh oops haha, right inside the parameters xD
 

OcRam

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oh oops haha, right inside the parameters xD
Hi,

I have now played around with terrain lighting feature and I really got it optimized! Trick is to load tagged tiles to memory and read/use it from there ;p (got FPS to steady 60). With flickering terrain lights it looked really crazy since they are not synchronized (but kind of cool effect).

To setup lights I thought to use terrain tag + comment notation <light:tag_id:type:radius:color>:
lights_terrain_tag_setup.png

Terrain light in action:
lights_terrain_tag.png

What do you think?

EDIT: I just remembered that meta info can't have multiple tags with same name, so I must change my terrain light notation as following: <light_tag1:type:radius:color> or <light1:type:radius:color>
 
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bazrat

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Hi,

I have now played around with terrain lighting feature and I really got it optimized! Trick is to load tagged tiles to memory and read/use it from there ;p (got FPS to steady 60). With flickering terrain lights it looked really crazy since they are not synchronized (but kind of cool effect).

To setup lights I thought to use terrain tag + comment notation <light:tag_id:type:radius:color>:

Terrain light in action:
View attachment 123235

What do you think?

EDIT: I just remembered that meta info can't have multiple tags with same name, so I must change my terrain light notation as following: <light_tag1:type:radius:color> or <light1:type:radius:color>
That looks awesome! Im glad you brought this up, terrax used terrain tags too and the only bummer about them (although they make the most sense) is that with terrax way of doing it the dev was limited in using one of the only tile priority plugins in MV https://forums.rpgmakerweb.com/index.php?threads/ve-tile-priority.63480/ which is needed for tall sprites. (It uses terrain tags to do this)

Would your way of setting up terrain tag lights impact the tile priority system?

And I’m sure you have set this up already, but will there be a plugin command to turn off/on the tile lights when needed?

I really appreciate all you are doing btw. This lighting system is going to be the best one out there!
 
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OcRam

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That looks awesome! Im glad you brought this up, terrax used terrain tags too and the only bummer about them (although they make the most sense) is that with terrax way of doing it the dev was limited in using one of the only tile priority plugins in MV https://forums.rpgmakerweb.com/index.php?threads/ve-tile-priority.63480/ which is needed for tall sprites. (It uses terrain tags to do this)

Would your way of setting up terrain tag lights impact the tile priority system?

And I’m sure you have set this up already, but will there be a plugin command to turn off/on the tile lights when needed?

I really appreciate all you are doing btw. This lighting system is going to be the best one out there!
I'm not sure what you mean, but this plugin doesn't impact priority system.

You can use any terrain tag you want to create lights (I took fast look into VE tile priority plugin and at least it uses terrain tags 1 and 2, but there's still unused tags 3, 4, 5, 6 and 7 which can be used to create different lights for 1 tileset).

For example you can create terrain light using tag 7 like this: <light7:1:48:#00ea80> then all tiles marked with terrain tag 7 will emit this light source.

EDIT: And yes I will add plugin command to enable/disable terrain tag light sources! This is super duper great idea!
 
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bazrat

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I'm not sure what you mean, but this plugin doesn't impact priority system.

You can use any terrain tag you want to create lights (I took fast look into VE tile priority plugin and at least it uses terrain tags 1 and 2, but there's still unused tags 3, 4, 5, 6 and 7 which can be used to create different lights for 1 tileset).

For example you can create terrain light using tag 7 like this: <light7:1:48:#00ea80> then all tiles marked with terrain tag 7 will emit this light source.

EDIT: And yes I will add plugin command to enable/disable terrain tag light sources! This is super duper great idea!
Ah, ok that makes sense. Can't wait!
 

OcRam

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I'm happy to release latest version of this plugin and it wouldn't be same without your valuable feedback!

Latest version - v2.01 (released 2019/09/11)
  • New feature: Terrain lights! (credits to: @bazrat )
    + plugin commands for terrain lights.
EDIT: Oh, and here's some examples from v2.01 (also embedded at 1st page)
 

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