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Topics - Zapp

#1
UPDATE: 29/06/2012 - Reworded question to make it clearer for the community  :|

Hi Guys,

After leaving the problem for a while to think about it and then coming back to look at it again, after some research it seems that the correct terminology for what I wish to accomplish is stencil shadowing.

Wondering if the following is possible to do the following and if so how would I go about it? I've also attached an image from photoshop explaining what I'd like to accomplish, sadly Mentalthink's method will only assist with 1 lightsource, I need a method that is capable of multiple.

1. Create a Virtual Screen for calculating shadows.
2. Draw a Solid Black Rect for the shadow.
3. Draw over this rect with a gradient where light would be cast.
4. overlay this over my topdown 2d world.
5. Is this possible on IOS without massive slowdown? (I'm using polyvectors and need to maintain at least 30fps)
6. Is this possible with standard GLBASIC or will it require inline code?

Kind Regards,

-Zapp




Hi Guys,

I'm usually pretty good with working out inventive ways to solve a problem on my own, but this one has me stumped.

So I have a small action rpg that I'm working on. The Room is top down, I'd like to be able to have some rooms with different levels of darkness to make the game a little harder.
I've managed to get to this stage just fine as a temporary measure I am able to cover the 2d environment with a solid black texture and vary the transparency using ALPHAMODE.

What I really would like to be able to do is somehow allow for lighting on the level, so for instance if the character has a torch, there is an area around him that isn't shadowed, likewise if there is a candle on the wall, then that area would also be without shadow.

Essentially I want to start with a Black fullscreen texture for shadows and then cut out what isn't in shadow by making it transparent. Is this possible and if so how would I go about doing it? Would it severly impact framerate by being too slow a process? Perhaps since my game is 2d Tile based, I may need to calculate shadows properly and use a shadow map, but I'd like to avoid the extra work of calculating all those poly's, if there is an easier solution that can be achieved by only drawing one poly.

Thanks in advance for the assistance.


-Zapp
#2
Hi All,

Taking a page from r0ber7 and his Red Wizard Development Thread. I thought some of you may be interested in what I've been up to in the 4 weeks since purchasing an Apple Development License and GLBasic Premium.

Please note that the following is mostly placeholder art and will change prior to release which is still months away:
I'll update with more pictures including actual gameplay sometime next week, I've completed one of the playable characters sprite animations, just need to make an enemy to being testing the gameplay code.

Title Screen


World Map (Level Select)


Inventory Screen