Version 1.9 Released.
- Massive performance improvement. With Full HD resolution and 100 MOVING lighting & 560 shadow segmentI was able to have ~100 fps using my laptop, when the previous version only have ~14fps. It currently not really stable but it can guaranteed to have at least 5x fps increase on heavy dynamic lighting map. There can be even more optimization in the future since I have already have found what the bottleneck is.
- You can now rotate and scale lighting dynamically WITHOUT impact on shadow performance. Which mean you can have almost every dynamic lights in your game to pulsating for more realistic enhancement and don't need to worry about the fps. With that, the pulse animation option is now worked, you can just enable it in your custom light setting and see the effect.
- Various light parameter now working correctly. For example, you can use [light -r 120 -a 45] to have a quick default light with 120% radius and 45 degree andgle.
- Added tint animation. Now you can animate your light in almost everyway possible: rotating, moving, scaling, flickering and changing colors.
- Fixed various bugs. One important bug I encountered is that if you change paramters on one light, every other lights with the same type will have there paramaters changed (thanks for Javascript reference). It has been fixed.
- Updated the demo, with more animating examples and performance testing maps.
- Writing a proper guide for the plugin. I see a lot of people are encountering simple error like "Cannot read properties of underfined", which is almost certainly caused by wrong parameters in custom lights settings. I will try to write a decent complete guide and FAQ to avoid those problems in future. Also, if you encountering any errors with the plugin, make sure to post it here and I will try to help!
- Finally back to this project :D. Thank everyone for still using my plugin! Feel free to ask any questions! Really sorry for past several months without update though, a quite lot of things have gone over in my life. But now I will try my best to developing and doing more commission :D
Files
Get Shora Lighting & Shadow System (RPG Maker MV/MZ Plugin)
Shora Lighting & Shadow System (RPG Maker MV/MZ Plugin)
The latest, most up-to-date lighting plugin for RPG Maker MV/MZ, with 2.5D ambient shadow casting!
More posts
- Version 1.9.7 released.90 days ago
- Version 1.9.5 released.Feb 28, 2024
- 1.9.2 / 1.8.5 minor update.Oct 19, 2023
- Version 1.9.1 Released.Jun 06, 2023
- PLEASE UPDATE TO 1.8.3 IF YOU'RE USING 1.8.2Feb 14, 2022
- Version 1.7 + 1.8 Released: Major performance and flexibility breakthroughFeb 07, 2022
- Version 1.6 released.Jan 27, 2022
- Version 1.5 released.Jan 18, 2022
- Version 1.4b released.Jan 10, 2022
Comments
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THANK YOU VERY MUCH! Our game was very laggy but performance improved quite a lot indeed
Thanks for the update! Using this in my new project and grateful to see it's still being supported and improved upon. Best of luck continuing onward, happy to provide any feedback if needed!
Thanks for the update Shora, but I'm having an issue: I've set up all the lights in my game and they were working fine with the previous version but with the update they all seem to shut off when the actor enters the scene. They are on but then diminish in size over about one second of time. Any idea what's going on?
I'm sure I fixed this bug.. This is because your actor's lighting have the pulse animation status on, and some reason other lighting have it on too though actually it isn't. You can just make a quick fix by disable the pulse animation in the default lighting, but can you elaborate more on how you achieved the bug? Maybe a image, or a demo? I will be very appreciated for it! Thanks!
Thanks! That fixed it : ) Basically, with the pulse on, the light image disappeared after one second when the actor entered the map. It looked like an eye closing around the light if that makes sense.
The eye closing problem is basically because the pulse setting old default value is 1 scale, but now it is 100 (percent) scale. So the old light will get pulsated into 1% their original radius. You can just disable pulse or set it correctly to, like 120.
I tried it at 120 and it was still "blinking." I wasn't really using it before, so it's no problem to turn it off. I've included photos if you want to look into it, but no issue otherwise with pulse.
Hey Shora, I'm also having another issue now. Despite having a 0, 0 X, Y offset for these shadow regions, they are still displaced in-game. They also create a strange rectangular shape around them. You can see in the editor where the lights are placed (all the events that are empty boxes). Any thoughts on this?
This is weird... Can you reproduce the problem in a simpler way and send the image to me? Like, what exactly are the lighting that are producing this problem?
Also you can try set it radius to 100 and z-Index to ON to see if it help.
Z-Index to ON didn't help. It just offset the light even further. Radius to 100 didn't help either. I'm just not using the shadow regions in small clusters like this and it works fine.
Thanks for all of your amazing work. Will be buying the license when I'm ready to release the game.