Dynamic Lighting Program for 2D

Discussion and feedback on Construct 2

Post » Wed Nov 13, 2013 12:49 pm

Hello,

I was just linked to a kickstarter by a fellow Melbourne dev. It's about creating dynamic lighting for 2D art and looks pretty darn sweet. You can check it out here.

Now I'm interested to see if it can work with C2. It says it can work with most programs that have custom shaders, and that they will make the shaders for the program if necessary, but my tech knowledge is limited so I'm not sure.

Maybe @Ashley could make an enquiry? Mixing dynamic lighting with Spriter would be simply incredible.
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Post » Wed Nov 13, 2013 1:14 pm

I have some questions regardless the Sprite Lamp, but by the way, it deserve support!

The main question is about the maps, who will make it, the user need to make custom maps or the software will take care and automatically draw them? He said the Sprite Lamp currently creates normal maps, depth maps, ambient occlusion maps, and anisotropy maps, but it's not shown in any place how exactly it make the job, anyway, is a great tool!
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Post » Wed Nov 13, 2013 2:56 pm

@TELLES0808 sorry but I don't know anything else about it yet. The best part though is it's already over its funding limit, so we are definitely going to see a nice new tool for the industry :)

If anyone else could explain a little more about how it works or manages to have a chat with the guy (the Melbourne indie scene is very easy to talk to), let me know. I am still in Nam for a while, so it;s hard for me to do anything (never complaining about Australian internet again!).
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Post » Wed Nov 13, 2013 6:22 pm

This is cool software. However I'm concerning over the practicality of this. Don't get me wrong I would love to use this in my games. I think the effect of dynamic lighting like this is gorgeous and adds depths. BUT.

1. This is PC only tool. The result is 4 images per frame of any given sprite. 1 Diffuse and 3 Maps base on the light system. I have a demo game that has the PC where one animation has 60frames. That's 240 frames with SpriteLamp. memory and storage wise this is shot.

2. Developer needs to create the base light maps to be processed. The guide shows that while it exports 3 maps it needs 2 to 5 light inputs. Again that's going to be for just one animation 60 frams where I need to create these light inputs. Can't imagine what this would be like over the entire characters animation.

3. This seems impracticale due too number 2. HOWEVER this would work SUPER well for static parts of the level. Wich means that use of spritelamp only works best in games where light moves. Which is often dungeon games, dark exploration games where the ligth source is carried by the player.. though shooting blasters would look super cool too :D. But again only the terrain gets' the beenfit.

4. The Only practical way to make this work for moving characters is to use Spriter/Flash like tween based animation. That's why dynamic lighting works for 3D models. 1 Light map and it's MAPPED over the 3D model. Spriter based animation would still require more. but at least it's not based on the sprite's angle an not per frame.

BUT OH WOW. I would love this in my games.... super coool. WANT WANT WANt.
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Post » Wed Nov 13, 2013 7:04 pm

@jayderyu yeah I getcha, but I don't mind if it only really works well with Spriter. Spriter usage with this will bring about some really beautiful games. We could start to see some stuff that is not only great to look at, but also very easy to make!

My mind is already racing with what I could achieve on a mid-range machine or console - awesome camera work zooming past bushes as some guy powers up, messing around with timescales as he unleashes a fireball that lights up the whole forest, with particle sparks flying about. All in regular gameplay and automated through functions. I quad-want.
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Post » Thu Nov 14, 2013 2:03 am

http://www.scirra.com/forum/effect-2d-dynamic-lighting_topic59130.html
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Post » Thu Nov 14, 2013 2:57 am

I remember that sample. it's really cool.

But SpriteLamp also support normal mapping and depth mapping which adds a lot of depth and colouring to an object.
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Post » Thu Nov 14, 2013 12:06 pm

Last contact with the author.

[quote]Telles0808 says: Hi Finn,

I want congratulation you for making this software and enjoying the opportunity to ask if you have interest in add support for Scirra Construct 2.

Construct 2 is one of the best 2D game creators in the market, and your tool could match perfectly with it.

Sincerely, Telles0808.

Finn Morgan says:
As far as I can see, Construct 2 supports shaders through some kind of WebGL system. I'm not familiar with the engine, but unless there's some unexpected shortcoming specific to it, that means it should be possible to add support.

Support for lots of game engines is going to be a stretch goal, but at this point it looks likely that I'll be funded way past what I was expecting, and I've had a few people ask me about Construct 2 - given that, while I'm reluctant to promise something like this without knowing all that much about the technical side of the engine in question, it seems overwhelmingly likely that it's something I'll put resources towards.

~ Finn[/quote]TELLES08082013-11-14 12:07:25
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Post » Thu Nov 14, 2013 12:14 pm

a very positive reply indeed...
lets hope to have more news soon.lightning system in c2 will be a huge boost..
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Post » Thu Nov 14, 2013 8:12 pm

@TELLES0808 - Thanks for sharing, that is great news! I think my artist will weep with joy if it gets working.
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