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Re: Löve "Light vs. Shadow" Engine [0.3.3]

Posted: Wed Mar 19, 2014 9:34 pm
by PriorBlue
Ranguna259 wrote:Love all the new work, but can you make the refraction/reflection shader still ?
In it's current state it just lookes like water, to make it look like glass it needs to be fixed, can you do that ?
When you skip the "setTileOffset(x, y)" parameter and combine it with a color shadow, it looks like a glass panel. I think i will make more separated examples in the future, because the actual demo is brimful. :D

Re: Löve "Light vs. Shadow" Engine [0.3.3]

Posted: Thu Mar 20, 2014 8:10 am
by silver_hawk
Nice, been following this engine for some time now, really LÖVE the previews you have added, they neatly show the powerful and awesome features of your engine, keep it up!

I will try adding your engine soon in my game editor, will post screens if I get it to run properly!
Have a nice day sir!

Re: Löve "Light vs. Shadow" Engine [0.4.0]

Posted: Sun Mar 23, 2014 6:36 pm
by PriorBlue
All shadow bodys (circle, rect, image etc...) are now combined to one object, so you can use all options like glow, alpha, color on all types. The initializations stay the same. Body types and shadow types are now separated, so you can now create an image body and set the shadow type to circle for example.

I also added image shadows over transformation. You can change the color and alpha of the shadow, too.

Image shadows:
Image

Code:

Code: Select all

function love.load()
	-- create a shadow body (default shadow: rectangle)
	shadowBody = lightWorld.newImage(img, x, y, width, height, offsetX, offsetY)
	-- change the shadow type to circle
	shadowBody.setShadowType("circle", range, offsetX, offsetY)
	-- change the shadow type to image
	shadowBody.setShadowType("image", pivotX, pivotY, fadeStrength)
end

Re: Löve "Light vs. Shadow" Engine [0.4.0]

Posted: Sun Mar 23, 2014 9:13 pm
by Jeeper
PriorBlue wrote:All shadow bodys (circle, rect, image etc...) are now combined to one object, so you can use all options like glow, alpha, color on all types. The initializations stay the same. Body types and shadow types are now separated, so you can now create an image body and set the shadow type to circle for example.

I also added image shadows over transformation. You can change the color and alpha of the shadow, too.

Image shadows:
Image

Code:

Code: Select all

function love.load()
	-- create a shadow body (default shadow: rectangle)
	shadowBody = lightWorld.newImage(img, x, y, width, height, offsetX, offsetY)
	-- change the shadow type to circle
	shadowBody.setShadowType("circle", range, offsetX, offsetY)
	-- change the shadow type to image
	shadowBody.setShadowType("image", pivotX, pivotY, fadeStrength)
end
Every time you update I keep thinking to myself "WOW, this is sooo cool, now it cant get any better" And then you just keep coming out with these updates that just blow my mind. Really well done!

Re: Löve "Light vs. Shadow" Engine [0.4.1]

Posted: Mon Mar 24, 2014 4:10 am
by PriorBlue
Ok, i added a material system for objects with higher detail. Just make a color sphere and combine it with your normal map. There are a few examples in the demo (press: "3"). You can use transparency, too.

Functionality:
Image

Preview
Image

Code

Code: Select all

shadowBody.setMaterial(imgSphere)

Re: Löve "Light vs. Shadow" Engine [0.4.1]

Posted: Mon Mar 24, 2014 6:10 am
by OttoRobba
Wow. The progress you are making on this is incredible. This allows for some really great design.

Only thing I can possibly think to "improve" of would be porting this to android and iOS later.

Keep up the awesome work!

Re: Löve "Light vs. Shadow" Engine [0.4.1]

Posted: Tue Mar 25, 2014 1:47 pm
by styves
It's definitely shaping up! 'm loving the refraction and such, really nice touch.

I'm definitely interested in seeing the shader/gpu side of things here. :B

Re: Löve "Light vs. Shadow" Engine [0.4.1]

Posted: Tue Mar 25, 2014 8:08 pm
by Ranguna259
Jesus man.. I never thought that this would go this far, the progress is just incredible !
You actualy simulate some form of 3D in a 2D framework and you managed to apply a whole bunch of textures to it, just awesome :crazy:

Re: Löve "Light vs. Shadow" Engine [0.4.2]

Posted: Fri Mar 28, 2014 2:46 am
by PriorBlue
I just added a few postshader effects, have fun! (Press F10 to toggle the shader)

Preview: 4-Color(Gameboy) / BW-Noise / Scan lines(TV) / Tilt–shift(Miniature scene)
Image

Re: Löve "Light vs. Shadow" Engine [0.4.2]

Posted: Sat Mar 29, 2014 9:02 pm
by T-Bone
Holy crap, this is amazing. If only I had more time to make games...