Good morning,
I’m trying to develop an rpg with the Flare Engine game engine, but I can’t add lights and I would also like that when the player moves there is an aura of light that follows him.
Like in thé game Exiled Kingdom :
And I’ve seen isometric maps with shadows like that before, so I’d like to know how to do it,
I apologize for my English which is not up to par,
hoping to get an answer
Sincerely
You should ask this in your engine’s community. Once you know how to do lighting in Flare, then you can decide how to best use Tiled to define the lighting for your specific needs. Generally, this’ll involve placing some objects or tiles with custom properties, and using those properties when loading the map to interpret the objects as light sources.
Light following the player is something generally handled entirely in your game, with nothing in Tiled, except possible some custom properties on the map to tell your game whether the player should emit light in this scene or not (if only some maps need this).
Thank you for your response, I will see if there is a special forum for Flare Engine. So in Tiled I could use light only after configuring the game engine dll files ?
You would not “use” light in Tiled, and Tiled cannot use your game’s lighting system. You can define your lights in Tiled using Tiled’s generic Objects, but to actually see the effect of the lights, you’d have to load the maps in your game and create light entities via the engine.
In other words, you can’t* preview dynamic light in Tiled.
(* You can technically fake it with tiles or image layers and some scripting, but previewing in-engine is usually the simplest and most reliable option.)
so if I want to make a torch that illuminates I cannot integrate an event with the radius and intensity of the light as a property or it is only in the engine that I can code places of light in my map ?
And I also saw that there was a way by creating shaders and integrating them into tiled, only the shaders are functions that I have to create via the game engine? or tiles,
And thk you again for helping me in my project
You can place the torches in Tiled and define the radius and intensity (and colour, and whatever else you need) as custom properties in Tiled, but the torches won’t actually do anything until you interpret them as light sources in your engine/game. In Tiled, they’ll just look like objects (Tile Objects if the torches have a sprite you want to show independently of the tile layers, or Points if they’re just point sources of light).
This same approach is used for most gameplay elements as well - Tiled isn’t a game engine so it can’t do your gameplay for you, but you can define objects and such to represent gameplay elements (warps, puzzle elements, NPCs, etc), and interpret them as such when loading the map in your game.
I don’t fully understand your last bit so I’m reluctant to answer. Lighting that’s made up entirely of tiles can be done in Tiled since it’s just tiles (and that’s how I do “lighting” in one of my WIP projects), but from your first post, that doesn’t sound like what you actually want, since it sounds like Flare supports doing non-tile-based lighting.
I’m not good at speaking English i’m sorry, but what I wanted to say is that I saw that light was also possible in the form of shaders. But if you say I can apply light properties to my objects so that my torches illuminate properly then that’s fine by me. All I have to do is find the right property names
Thanks you for your help !
Unless Flare does things with Tiled data beyond simply loading the maps, there are no “right” property names to find, you’ll probably have to create the lights in your code based on Tiled data, and can use whatever property names you want.
Okay, and the code file to modify is in the game engine I assume? sorry but I really don’t know anything about it, it’s very difficult for me. Because there are hundreds and hundreds of files in the Flare engine dlls, and I have absolutely no idea which file to modify to do what I want.
The code to handle your custom properties would be your game code, the code you’re writing to make your game.
Looking at this page on using Tiled with Flare, it looks like there is a Flare-specific export format which does have some specific properties it expects, so you should look into whether that supports lighting already (with pre-determined custom properties). If it does, then you probably don’t need to do any coding. If it does not, then you’ll need to see if it supports other custom properties (and if so, how to access them in your game code), and use them to create the lights.
You should probably ask about this in the Flare community. You’re more likely to find users there who use Flare and Tiled than you are to find Flare users in Tiled’s community, I think.
I looked they are not present in the file, I will have to code them. Hoping I don’t have to search through the dll files xd