#GameDev Support me with biscuits ;)

Last Progress Post (July):
https://www.patreon.com/posts/85745632

http://ko-fi.com/balmut

http://balmut.itch.io

DevAccount: @thrallgames

Thrall of Time⌛️

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in reply to @balmut's post:

Great!

Ok so what I was doing was;

draw_set_blend_mode(bm_normal); surface_reset_target(); draw_surface(surf,_cx,_cy);

Now I'm

draw_set_blend_mode_ext(bm_dest_colour,bm_inv_src_alpha); surface_reset_target(); draw_surface(surf,_cx,_cy); draw_set_blend_mode(bm_normal);

I'm not sure things are quite right, over lapping white light seems wrong? They have an alpha of 0.7, so I'm guessing they're being added and an alpha of 1.0 is just way too bright with my current system.

https://i.imgur.com/lsFqnin.png

Also, I seem to have broken rooms being lit up at some point, probably when I was changing depth for my flooring.

Hm yeah it looks like a HDR effect haha ☀

Your new blendfunc looks fine for multiplying the mask to the screen. Your mask shouldn't actually have any transparency though, so honestly the second parameter could be zero and it shouldn't have an effect. You also did (zero, src_color) in a previous comment to me; that should have worked as well. :o

As for drawing the sprites to the mask, (bm_one, bm_one) should normally work, but if it's literally doing HDR, perhaps (bm_one, bm_inv_src_alpha) is better for that.

I'm not sure what else to recommend!