Sprite DLight - Support ?

Discussion and feedback on Construct 2

Post » Sat Nov 15, 2014 3:13 pm

Thank you, GeometriX.
Your stretch goal proposal is something I will not add as a stretch goal, but my plan is to get in touch with experts for some of the most popular engines and to set up some kind of knowledge base to give users a starting point.
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Post » Fri Nov 21, 2014 6:33 pm

The project finally has four stretch goals:

• $ 4.000 Lighting preview (already reached)
• $ 7.000 Mac version
• $ 9.000 Re-Rendering
• $11.000 Manual artistic control

I made another video to introduce all these new features. It is included in the Kickstarter stretch goal update of Sprite DLight (Update #4).

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Thanks to everybody who contributed to these stretch goals with amazing ideas, and thanks to all of you who backed the project.
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Post » Tue Nov 25, 2014 10:47 pm

A small update:
Stretch goal #2 is reached. Sprite DLight will also be available for Mac!
Here is a screenhot of the first Mac test build:
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Post » Thu Nov 27, 2014 11:49 pm

Happy Thanksgiving!
There is a new feature: an animated dynamic lighting preview for sprite sheets.
The full update including a video, is available on the kickstarter project page (Update #6)

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"Selen Run Animation", ©2014 Lunar Ray Games, animated dynamic lighting preview of the sprite sheet in Sprite DLight
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Post » Wed Dec 03, 2014 2:01 am

This looks quite good. I've already got Sprite Lamp, but I'll be jumping on the kickstarter for this too.

I hope as these approaches become more popular Ashley seriously considers implementing a "real" lighting engine into Construct 2, or if that isn't possible, maybe Construct 3? The amount of hacky nonsense that you need to go through to fake lighting is quite disappointing, and you never really get what you hoped for.

Biggest shortfalls, in my opinion:
- Multiple light sources are apparently still impossible in C2.
- You need to combine several different objects/techniques (sprite blobs, shadowcasters, normal maps) to achieve a complete lighting system, and they rarely play well together, resulting in many situations where the lighting breaks.

If these issues are never fixed for Construct, I'll still happily use this tool to generate normals for use in Unity. Looks like a good way to get a butt-load of usable maps quickly and easily.
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Post » Wed Dec 03, 2014 4:56 pm

Thanks a lot, plauk :)

Yes it would really be nice to have Construct 2 fully support dynamic lighting.

In the meantime, you could still go with the new feature of the recently reached stretch goal, which allows you to re-render sprites with the lighting conditions of different environments, based on the generated normal map. This feature will work with batch processing and it transforms the spot light into a directional light, so all subjects on sprite sheets can be consistently rendered:

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"Super Aged Warriors Alpha 2 HD Turbo Special", ©2014 AlbertoV (DYA Games), re-rendered for different environments with the normal map and lighting of Sprite DLight
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Post » Sat Dec 06, 2014 6:43 pm

The final stretch goal (a feature which allows for convenient adjustments to the generated normal maps) has been reached and the project has 6 more days on Kickstarter.

I am currently re-designing the UI:

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Post » Thu Dec 11, 2014 6:55 pm

The clock is ticking...
27 hours left to grab the tool at the Kickstarter backer price and to jump in for the beta.

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"Skull Plant", ©2013 Kevin Chaloux (kaiseto.deviantart.com) , normal map and dynamic lighting preview of Sprite DLight
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Post » Wed May 13, 2015 2:21 pm

is this something I could use stationary outside the layout view to light my sprites? I have a top-down space shooter and I would like to simulate light coming from a nearby star. thanks..
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