/* * 27 October 2018 * I don't use this anymore; in fact, I don't even remember what the name of the * extension was in the first place. Given the drastic changes made to Game Maker * since I pasted this (i.e. proper shaders) I don't think anyone else will either. * I'm leaving it up, though. */ lt_sysset(1, -1, make_color_rgb(80, 80, 0), 1, 0, 1, 1, -100); /* lt_sysset(enabled,view,ambient,addative,shadows,reset,autodraw,depth) Arguments: enabled - whether or not the light system is to be enabled or not view - whether or not the light is to be confined to a specific view (-1 if not) ambient - the color of the ambient light, e.g. the color outside the lighted area (c_black would be completely dark, c-white would be completely white) additive - whether or not the light instance is to be additive or not, which is a little hard to explain so here's an example. Additive - http://i.imgur.com/JcnQR6v.png Non-additive - http://i.imgur.com/GhgoPbQ.png shadows - whether or not the light is to cast shadows, which are a much more complicated story but can make the game look really cool reset - If you're trying to reset the light system or not (probably not) autodraw - if this is set to false, you have to manually draw the lights with lg_redraw(); depth - the depth the light system is to be drawn at (i.e., height - usually between -10 and -100) */ light_system=lt_lightadd(light,0,x, y,1,1,0,c_white,1,0); /* lt_lightadd(sprite,sub,x,y,xscale,yscale,rot,color,enabled,castshadow) Arguments: sprite - the sprite of the light I mentioned in the PM sub, x, y, xscale, yscale, rot, color - the same as the arguments for sprites such as draw_sprite_ext( . . . ); enabled - once again, whether or not the specific light is enabled or not castshadow - once again, whether the specific light is to cast shadow (if the entire system is set to not cast shadows, this won't do anything either way */