Crystal Lighting Engine v1.3
Crystal - 2D Lighting Engine » Devlog
Welcome to Crystal Lighting Engine v1.3!
This release includes important fixes and improved shadow performance control.
[ADDED] shadowShaderType parameter for all lights that support shadows. It is now possible to optimize GPU usage for shadows. [ADDED] .SetVertexShadowsEnable() to Crystal_Renderer(). [ADDED] Crystal_Renderer(): Calling .Destroy() and trying to add things to it now prevents it and gives an error message. [FIXED] Shadows from Direct Lights were not taking into account the shadowLength of shadow casters. [FIXED] Crystal_MaterialLayer was giving an error if you had more than 1 view visible. [FIXED] Crystal_Shadow was giving an error if using noone in the Owner id. [FIXED] Crystal_ShadowSpriteGroup() was causing a "GPU state stack out of range" error if the Crystal_Renderer() did not exist. [FIXED] Small fixes.
Thanks for listening! :D
Files
CrystalLightingEngine_v1.3.yymps 422 kB
19 days ago
CrystalLightingEngine_v1.3_Example.yyz 41 MB
19 days ago
License.txt 11 kB
19 days ago
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Crystal - 2D Lighting Engine
🔥 The most powerful 2D lighting system available. [GameMaker]
Status | Released |
Category | Assets |
Author | Foxy Of Jungle |
Genre | Platformer, Role Playing |
Tags | 2D, dithering, Effects, GameMaker, Isometric, lighting, Pixel Art, Retro |
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