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I’ve really been enjoying messing around with the engine and I’m currently trying to implement it into my top down (birds eye view) game.  I have a few questions:

I placed the engine object into a layer above my other objects I want it to affect.   I have a light switch object that, when interacted with, creates a light object that is inheriting it’s properties from one of the existing light objects included with the engine. The light switch has a creation variable that allows it to be set to on or off. It’s currently set to on so when I start the game, a light object is created instantly. For some reason, when I flip this switch, just the first one I can reach,  to turn off the light, all the shadows and lighting are removed from the game. If I add in another light before hand that stays on, then the lights act normally. This engine doesn’t require a light to be present to function does it? 

I’m also having this weird stuttery effect where all of my game objects jitter as I move around the game world. I have a camera that follows the player. Also objects interacting with shadows have this faint little jittery white outline on them. If I remove the engine object, the stutter goes away. Any idea what I could be missing that causes this?

And lastly, I’m trying to create a very atmospheric faint bit of light around that player, but I’m having trouble understanding how to achieve this affect. In your videos, it appears that the variable falloff is able to be changed to negative 1, but right now the lowest it can go is 0. When I set it low there is very obvious banding that is super distracting. I’m not sure how to achieve a smoother effect.  Any ideas on how to achieve that?


Thanks you so much for all your hard work. I really appreciate it. And thank you for any help. 

Disregard the depth sorting with the walls.

Another thing I was wondering.  Here i have two light objects (not counting the one casted by the player), and they don't seem to be acting like how to lights coming from the ceiling would act.  The lights form together at their intersection and create a brighter light, which is fine, but in this case I would not want this to happen. Is this a limitation of the engine or do I just need to mess around with the variables? just seems weird that they would do this when the light intensity is so low.

As I pointed out above, you can also see a white outline around the doors.

And lastly, is there a way to cover up objects that are behind shadows? The room to the right is almost completely covered in darkness but I can still see the walls that outline it. 

Thanks again!

When two lights combine it should be brighter. There will be an update at some point that makes it easier to control that however.

The walls are receiving light because the wall does not completely block it. You need to have the light at a lower light depth than the shadow depth of the wall otherwise it will pass over it and light the walls in the other room. 

Falloff now just goes from 0 to 1, so adjust that how you need.

The jittery thing might be because you use too low of a resolution in your game. I do not know how you setup your camera view and application surface/window, etc. Look at the example project included and see it is not jittery like that.

You may also need to change the shadow map size to better match your resolution.

For your light objects, I cannot see your code. This sounds like you are doing something incorrect with your light switch object. Do you have a solid understanding of the difference between an object and an instance?