Construct Workflow Mockup

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This is an mockup animation, demonstrating a unified lighting system (among a few other things) within Scirra's Construct Game Editor.

Please pause the video to read the notes!

Some of the issues tackled are:

-Sprite Object is able to hold Texture maps for Diffuse, Normal, Specular and other maps. These are stored within each animation.
-Sprite Object has the option to be tillable, with multiple tile configurations!
-Sprite Object has build-in shadow-casting option, with height parameter and tags (for including-exuding lights)
-Texture maps on the Sprite Object can be activated-deactivated and the result sould be visible on the Editor.
-Lights automatically darken the scene and cut trough the darkness with a falloff (by default)
-Lights can be of a different type: Omnidirectional (point), Spot (these will have an extra parameter for the cone radius and they could simulate flashlights), Directional (for casting parallel shadows like the Sun does) and Ambient (for illuminatind uiformaly the scene, ambient lights should not cast shadows).
-Lights have parameters for Color, Radius (how far in the disstance can they cut through the darkness), Falloff (how sharp the falloff is) and Height (how long of a shadow they cast, in relation to Sprite Object's own Height value).
-Lights and their effect on the scene are visible in the editor and update dynamically!
-The Editor supports draggable input values (when reasonable)!
-Lights affect normal-specular (and what have you) texture maps! Their effect shows in the Editor!
-Light opacity value could affect how much of an overall darkness and color they cast (not mentioned in the video).
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I tried to follow your tutorial but when opening sprite, does not have the right small window "Animations & Channels". Because?

pixelstresd