DEADRAMONE'S PROFILE
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Summer Screenshot Spectacular!
Thanks for the suggestions guys, point taken about the darkness, I'll definitely be lightening it up. As for the room size it is in keeping with the size of the building from the outside, but I agree that making it smaller (and maybe making it less square-ish would be better. As for the lighting, I'd never lightmapped anything before yesterday, I'm quite pleased with it, but it might need some tweaking here and there.
Tiles on the upper tile layer not showing up (2k3)
This happens on only one of my maps, the rest are fine. The chips show up in the editor but don't in play mode. No idea why it's happening.
EDIT - cancel that - stupid mistake :(
EDIT - cancel that - stupid mistake :(
Summer Screenshot Spectacular!
The stats screen darkens the background when it's displayed, because it happens to be night at the point when I brought up the menu it basically turns pitch black. Might need to fix that.
favorite anime movie?
Summer Screenshot Spectacular!
OK here's some screens from my game. Props to Mr. Nemo for helping me out with chipsets:
Dark 'n gritty

An abandoned house

And a stats screen for good measure

Dark 'n gritty

An abandoned house

And a stats screen for good measure

Lightmap problem
Hmm, I can't seem to get that to work on mine, the light source still moves. Isn't it possible to do with screen relative variables?
Might be worth adding that I've lightmapped a town, so there are loads of different possible spawn points outside buildings .etc
EDIT: I fixed this by getting the screen relative X/Y variables of an event on the map and assigning them to be the picture co-ordinates. That got the lightmap to roughly where I wanted it, so then it's just a case of adding or taking away from the X/Y variables to tweak the position exactly.
Found all that out by opening the Muse project file 'cause if you wanna know how lightmaps work, Muse is the way to go.
Might be worth adding that I've lightmapped a town, so there are loads of different possible spawn points outside buildings .etc
EDIT: I fixed this by getting the screen relative X/Y variables of an event on the map and assigning them to be the picture co-ordinates. That got the lightmap to roughly where I wanted it, so then it's just a case of adding or taking away from the X/Y variables to tweak the position exactly.
Found all that out by opening the Muse project file 'cause if you wanna know how lightmaps work, Muse is the way to go.
Lightmap problem
Tardis, although that worked, the light source changes position depending on where my character spawns on the map, is there any way to make it so that I can spawn anywhere and have my light effects stay in the same place?













