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
Feb 20, 2025
CrystalLightingEngine_v1.3_Example.yyz 41 MB
Feb 20, 2025
License.txt 11 kB
Feb 20, 2025
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Crystal - 2D Lighting Engine
🔥 The most powerful 2D lighting + shadows system available. [for Pixel-art + HD games!]
| Status | Released |
| Category | Assets |
| Author | Foxy Of Jungle |
| Genre | Platformer, Role Playing |
| Tags | 2D, dithering, Effects, GameMaker, lighting, Pixel Art, Retro, Top-Down |
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![CRYSTAL LIGHTING ENGINE for GameMaker. All the features you need in one place. See below for more info =] Crystal Lighting Engine logo with a pixel butterfly and GameMaker logo on a blurred colorful background.](https://img.itch.zone/aW1nLzE4NDY2NzA3LnBuZw==/original/M88jsk.png)
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