#Dark isn't dark enough

21 messages · Page 1 of 1 (latest)

unique carbon
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So I'm working on a map I started a while ago, where the central premise is that players practice the room in the light, but cannot progress until they use their muscle memory to complete the room in the dark, with only a small circle of vision around Madeline.
My current set-up is that I have two versions of the map, that the player can travel between using Cherry Helper's doors, and one version has "dark" ticked for all the rooms.

Here's the issue, too many elements, spinners in particular, are way too visible in the dark for this concept to work at the moment.
Here's what I want the player to be able to see in a room:

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And here's what the actually see:

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Is there any good way to keep the player's visibility to only the dark circle around Madeline in a room, and prevent entities from glowing through this?

sweet meteor
unique carbon
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Good to know, what are my other options? the "dark" tickbox was the only thing I found for room specific effects

sweet meteor
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oops, was interrupted

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yea so the way i'd recommend is with a light fade trigger

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since that way you can use the same set of rooms for both passes

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& also with a light fade trigger you can control how dark it is; if you set the number close to 1 the darkness gets more opaque

unique carbon
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Does that leave a small circle of visibility around madeline?

sweet meteor
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yep

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i believe there's also something in some helper to remove the lights from refills etc, but i forget the name

unique carbon
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Great, mind giving me a quick heads up on where to find the light fade trigger? can't seem to find it at all.

sweet meteor
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it's vanilla; just search "light"

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keep in mind, 0 means bright, 1 means dark

unique carbon
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Additiontally, the second reason why having the map duplicated is useful, is that the light and dark maps are different, in the light there's straight walls I put in the way to progressing, and the doors make it very easy for the player to choose when to switch the lights on and off, would you still recommend doing alal this in a single map?

unique carbon
sweet meteor
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it's in placements > triggers

sweet meteor
unique carbon
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Right, I'll tinker with that a bit more tomorrow when I can test it properly, and I'll switch this to resolved if there's no issues. Thanks for the help!