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Spectrallic

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About Spectrallic

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  1. Spectrallic

    2D lighting

    Maybe my tutorial could help you out here. It is about creating the same effect for lighting, only with a little shader (so you can just pass parameters as you like).  http://blog.spectralstudios.net/tutorials/from-zero-to-lighting-in-2d/
  2. Spectrallic

    [Tutorial] Lighting in 2D games

    1. I do however already have a tutorial online on rotations (and their matrices) so I could simply link to that from this tutorial, but definitely a good suggestion to point this out. 2. I believe by explaining how the normal maps work (saying the blue in the texture corresponds with a normal vector pointing up) you gain understanding to check this yourself? 3. This seems to me more of a topic on different rendering methods. It might be good to add a warning about transparency in the tutorial itself? 4. I have left out the code in the tutorial itself, because the full example offers all the code at once. It is commented to show which steps from the article are pursued   Thanks for your response, I will add a link to my other tutorial about rotational matrices to the article on the blog!
  3. Spectrallic

    [Tutorial] Lighting in 2D games

    Okay thanks, will look into that!
  4. Hello,   This tutorial is ment for developers who made only 2D games so far, and like to have some cool lighting effects. I'd like to introduce you to an awesome 'semi-2D' lighting effect for all your 2D games. The idea is to generate a normal map for your 2D texture with which you add a fake depth layer to the texture. You can then use this information to create some cool looking effects. This technique is originally used in 3D games on textures for about anything, but it does about the same in 2D. The only difference between the two is you have to adapt the rendering phase for 2D a bit to allow rendering these lights. An example with a light:   This is basically the texture of the crate with another texture called the normal map:     The actual lighting is calculated on the GPU using this normal map as a directional vector.    For the full article and an example in code (C# and HLSL), see my blogpost.  You can also see this lighting effect in action in my game called Graphity. In this video, every bullet is basically rendered with a light behind it and you can see the effects on lighting the player. Of course the game comes with a range of effects including blurring the particles, as seen in the video.   What I'd like to know from you is, what did you think about the tutorial itself? What could be explained better etc.. Besides that I'm looking for some new topics to write a tutorial about, let me know if you think of one.
  5. Hello!   I'm currently working on a game called Graphity. At first glance it looks just like an ordinary platformer, but instead of just walking left and right, why not walk around platforms? The game revolves around, as you can read in the name, gravity. Currently the weapon the players are holding is set as a rocket launcher, to recreate some of those fun rocket arena games from Quake. In the final version of the game you can fully customize your weaponry as you see fit (of course within the range of some parameters to keep the game balanced and all).    Check out some of the short videos introducing the gameplay of Graphity: http://i.gyazo.com/af1cba3843ae434f2eaea6d3b0679245.mp4 And some multiplayer action: http://i.gyazo.com/83ebcda22214e81565cff0afdc9d48ec.mp4   Some more technical details come to light when I try and explain the other meaning of Graphity, namely Graphics. I want to keep this game as lightweight as possible when it comes to adding art. Therefore, I've had a rather interesting challenge of making up textures and effects on the go. Everything you see in the game is either procedurally generated (the textures on the tiles, or the awesome nebula in the background) or being generated on the fly (the bullets as particles being blurred).    I hope you like this game as much as I do! If you're interested you can always check out my blog, where I will post updates on Graphity as well as tutorials regularly.    And finally some cool pictures:   [attachment=23611:HRIaisr.png] [attachment=23612:t5F9Wen.jpg]   Twitter
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