Light/Ultra Shadow/Event Shadow
A downloadable tool for Windows
RMMZ!
It is no different from other plugins with ultra light and shadow in effect,
but it integrates the functions of all plugins, so the functions are more comprehensive.
features:
1. New "dynamic effect realization method".
2. "event shadow" !!!!!!!!!!!!!!!!!!!!!!!
3. More comprehensive functions.
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Terms of use:
https://qiujiu-9.github.io/?file=001-Terms_Of_Use/0-English
https://qiujiu-9.github.io/?file=001-Terms_Of_Use/1-Chinese
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Comments
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How much to use in commercial games, you say buy it, but where is that?
It`s free to use in commercial games.
Just follow the instructions on this page, ignore instructions in the plugin.
This is because I don't have time to update the plugin, so the instructions in the plugin have not been changed yet.
What do these numbers do? 500|1~5/0.95~5/1 in the light scale?
Hey QJ, love this plugin!
A quick question: Is there a way to designate an area where dynamic shadows can NOT be cast?
Right now, dynamic shadows will pass through certain objects. Shown in attached picture.
Similarly, shadows can be cast on rooftops (which are above the character). Is there a way to designate regions where dynamic shadows can NOT be cast?
Does this work with 32x32?
How to slow down the light when moving in the same direction? :O
Sorry, it does not.
It is easy to make this work with 32x32.
But my native language is not English, so updating the new version requires a lot of time for me to translate. I'm sorry!
:-(, it's a nice plug-in though... but sadly I use 32x32... thank you for your response!
Hello! I recently purchased a license to use this plug-in in a commercial project but I've run into an issue. I may have it configured wrong, I'm not sure, but it seems that every time you load a map or exit a battle, the memory being used shoots up (2-300MB in some areas with lots of lights). It goes back down, but it doesn't go down as far as it went up, so you end up with this gradual memory leak. Did I do something wrong or is this a known issue?
Thank you, I like the plugin, but I'm looking for one that doesn't need to be paid for. So I think I'm going to make my own.
Great job on the plugin! I might support you.
It`s free!You don`t need to pay.
Really? I must've misread the license.
I'm a bit confused, does this have dynamic-detailed shadows?
Quick question, would it be possible for you to add an option to enable Time system only on maps with either <indoor> or <outdoor> note tags?
On the other hand, I noticed, that although now light doesn't bugout when map scrolling is enabled, shadows still bug out
Oh I also noticed that QJ-Lighting and Action Sequence Impact VisuStella MZ doesn't like each other.
While having both enabled, FPS drop by 50% when on maps with lighting on.
Don't know which of the plugin is the culprit. I'm just leaving this message here for anyone wondering why their fps are suddenly lower, so they don't think the performance of this plugin is bad.
Interesting.
One works on map scene while the other works on battle scene, so normally, they cannot influence each other.
The lighting plugin update, still v2.5, I delete console.
I brought VisuMZ_3_ActSeqImpact and run the VisuMZ_Sample_Game_Project with it and my lightning plugin and FPS dropped heavily.
(All plugins are the newest.)
If i just open VisuMZ_3_ActSeqImpact , FPS still dropped heavily, but more slightly.
If i just open my lightning plugin , FPS do not drop.
I try to look into the VisuMZ_3_ActSeqImpact, I find that it put the orders which control the filters` update in the function updateBaseFilters in Spriteset_Base.
Spriteset_Base is the super class of the sprite of map and battle scene, so that`s why it influences the plugin on map, includes my lightning plugin.
I can't do anything further to solve the problem because the VisuMZ_3_ActSeqImpact is confused, sorry.
Don't worry. My message was meant more as an information, so people don't think it is fault of your plugin.
Anyway, Is it possible for you to make it compatible with OcRam_Star_Tile_Fix?
Well I somehow fixed it myself, but I had to edit both plugins.
PS:
I couldn't check for instanceof Sprite_QJCharacterShadowLayer so I had to go roundabout way.
Update already! (2.5)
1.Add the attribute of light random flicker.
2.Remove all classes to global namespace, so you can change the functions of all classes by yourself includes Sprite_QJCharacterShadowLayer.
I've been very busy lately, so I don't have time to see the plugin OcRam_Star_Tile_Fix.You still need to fixed it by yourself, sorry.
You forgot to remove console.log and it's spamming the console. :P
Line 3261
Is there a way to add random flicker to light sources? So the lighting looks more natural?
It seems that lights are bugging out if you have map scrolling enabled.
Update already! (2.4)
Haven't purchased yet, but I'm sure it has to be better than Visustella's own lighting plugin -- gives me horrible slowdown with a single light, and I'm running on a maxed out 2020 Mac Mini that can handle almost anything else I throw at it.
Are shadows automatic or do I need to configure map tags?
Why not try to dowload the demo and study this plugin by yourself?Demo is free to use.
There are two kinds of shadows.The region shadow uses region ,while the event shadow need you to set the annotation commands whose usage is the same as other plugins.
My god, this is what i was looking for!
Your work is godlike! thank you!!