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Thread: Shadows like in Nox

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Shadows like in Nox

    I've ordered MMF2 and waiting for shippement. Before it arrives I'd like to ask:
    Is there possibility to make shadows of active objects, like in game Nox (Nox screenshot)

  2. #2
    Clicker Multimedia Fusion 2

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    Re: Shadows like in Nox

    I think this should help you:

    http://click.andersriggelsen.dk/examplefiles.php

    Look at 'Light and shadow engine'

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    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: Shadows like in Nox

    I haven't tried but is that any faster in HWA, it's Overlay Redux though which apparently won't be updated as clickteam doesn't have the code.

    Looks like a great example though and maybe can be done in other ways, maybe if not already done MMF should make the functions of that object (really good one) built into the layers system somehow unless the original developer can update it.

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    Clicker Multimedia Fusion 2SWF Export Module

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    Re: Shadows like in Nox

    I've done it before, but only ages ago in MMF1 and not optimized for HWA or proper coding, so my example file runs much slower than it should and could not really be adapted into anything usable. But I advice you to check this out:

    http://sites.google.com/site/claniraq02/ChainSaw4.zip?attredirects=0&d=1

    My algorithm works like this:


    1) Cast a line outwards from the player at angle X.
    2) Wherever this line intersects a backdrop, record that position, then increase X
    3) For every step of X, draw a triangle using the 3 points being:
    Point 1: The current collision point
    Point 2: The last collision point
    Point 3: The player's position

    These triangles are drawn with the transparent color, after the entire frame is covered in black. The result is that the triangles will line up next to each other and form a circle around the player, spiking inwards wherever backdrops are.


    An alternative strategy is to take every single object on the screen and use its edgepoints to construct shadow polygons- this method I think is demonstrated somewhere on TDC in an example file (I can't remember where). My strategy will give consistent results that take a constant amount of time to render, never below X and never above Y. The "every object shadow" approach, on the other hand, will give faster results (and better looking) for lower amount of objects, but quickly becomes too slow with large amounts of objects.

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