minor hat with a light

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aroleon
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Re: minor hat with a light

Post by aroleon » Sat May 23, 2009 2:58 am

Balthazaar wrote:Maybe it would be better just to have them not be able to enter the cave like the cat ears quest. Pushing the player back outside and saying something like "You run outside in fear after feeling something move past you in the darkness. Better find something to light your way" etc.
Or "You are likely to be eaten by a grue" :)
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Kage
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Re: minor hat with a light

Post by Kage » Sat May 23, 2009 7:02 am

Crush wrote:Well, we could also use the good old lightmap system. When you multiply the RGB color values of the second image with those from the first you get the third image:
Lightmap.png
Problem: this means 800x600x3 = 1.44 million multiplications for every frame drawn. Could be a real fps killer.
Also we don't have a base image like that, we draw the maps in layers. Since each tile is dawn on its own, and are layed on top of each other. Their is no real way for us to see what tiles are showing.

I don't believe this method would work for us, even if it didn't kill FPS. I still think our best bet is to do a overlayer.

Or perhaps OpenGL has something. I know OpenGL supports up to 16 light sources, but I don't know how well that works on 2D if at all
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Rotonen
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Re: minor hat with a light

Post by Rotonen » Sat May 23, 2009 5:24 pm

Basically we already have a texture in memory and light sources could be applied to that? Just a flat surface from the viewing point of OpenGL?
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Crush
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Re: minor hat with a light

Post by Crush » Sat May 23, 2009 8:46 pm

Kage wrote:Also we don't have a base image like that, we draw the maps in layers. Since each tile is dawn on its own, and are layed on top of each other. Their is no real way for us to see what tiles are showing.
That's not really a problem. After the scene is drawn you have the whole screen as one surface. You can create the lightmap by blitting the light source images on another surface and then multiply-blitting the second surface on the first one.
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Re: minor hat with a light

Post by Idiomatic » Thu Jun 25, 2009 1:35 am

Anyways I don't think making the cave light up is a huge enough advantage for us to worry about. Traversing with low visibility isn't a big deal for most people. And comparing the people doing the quest for the cap/candle/w/e vs getting a client patch. Seems like it wouldn't be worth the bother to get a patch. Really having a higher resolution is a bigger advantage in the first place since it gets more use. Also I don't think it'd be a big fps killer I mean even you described it as 'the good old' system anything that has been used since late NES shouldn't be a problem. Unless we have planned some really low requirement goals... We should run fine on anything made in the last 10years :P
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Re: minor hat with a light

Post by Kage » Thu Jun 25, 2009 1:39 am

If we did do dynamic lighting, it would be best if we have a option for it, so that people on low end system could get a performance boost
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