OcRam - Lights plugin [v2.03 updated 2019/11/23]

Discussion in 'JS Plugin Releases (RMMV)' started by OcRam, May 3, 2019.

  1. definite_lee

    definite_lee Veteran Veteran

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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!
     
    #21
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  2. OcRam

    OcRam Servant of the Universe Veteran

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    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.
     
    #22
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  3. OcRam

    OcRam Servant of the Universe Veteran

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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
     
    #23
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  4. definite_lee

    definite_lee Veteran Veteran

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    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
     
    #24
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  5. bazrat

    bazrat Veteran Veteran

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    this is great news, thank you!
     
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  6. definite_lee

    definite_lee Veteran Veteran

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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!
     
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  7. OcRam

    OcRam Servant of the Universe Veteran

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    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).
     
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  8. definite_lee

    definite_lee Veteran Veteran

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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
     
    #28
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  9. Ravens_Key_Games

    Ravens_Key_Games Diana's B&B Member

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    I work on a free game but on patron. Is commercial use or not?
     
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  10. OcRam

    OcRam Servant of the Universe Veteran

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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.
     
    #30
  11. Ravens_Key_Games

    Ravens_Key_Games Diana's B&B Member

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    Thanks for answer.
     
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  12. bazrat

    bazrat Veteran Veteran

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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
     

    Attached Files:

    Last edited: Sep 10, 2019
    #32
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  13. OcRam

    OcRam Servant of the Universe Veteran

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    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 ;)
     
    #33
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  14. bazrat

    bazrat Veteran Veteran

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    oh oops haha, right inside the parameters xD
     
    #34
  15. OcRam

    OcRam Servant of the Universe Veteran

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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>:
    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>
     
    Last edited: Sep 10, 2019
    #35
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  16. bazrat

    bazrat Veteran Veteran

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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!
     
    Last edited: Sep 10, 2019
    #36
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  17. OcRam

    OcRam Servant of the Universe Veteran

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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!
     
    Last edited: Sep 10, 2019
    #37
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  18. bazrat

    bazrat Veteran Veteran

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    Ah, ok that makes sense. Can't wait!
     
    #38
  19. Tea's Jams

    Tea's Jams I'm human Veteran

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    This is a fabulous plugin! Totally worth $5 for a license. :D
     
    #39
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  20. OcRam

    OcRam Servant of the Universe Veteran

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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)
     
    #40
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