theartofkombat

I like stuff and draw things

  • they/he

COMMISSIONS CLOSED (for now)

Honestly just excited to be here. I'm a Hispanic, bi, non-binary, self-taught artist, burlesque dancer, and witch. I can't really list any favorite things because ND object impermanence. But I do enjoy talking to people and taking commissions when I have the energy, so drop me a line!



ANOTHEREAL
@ANOTHEREAL

seeing this technique made me suddenly fire on all neurons & realize i could do something cool with exactly 0 added resources...

normally characters in project astray use basic top-down circle shadows, because it covers all cases pretty well! the world is lit from the top down unless specific light sources are present.

i recently was super taken with the extremely sick (and took-6-months-to-develop) dynamic lighting system in sea of stars... i can't do anything remotely like that....

but i CAN do this:

disclaimer: contents in here are a test environment & don't reflect a final area

  • it uses the existing character sprites AND animations, so it's 1:1 with no new assets
  • drawing the sprite at different scales lets me do dramatic front & back shadows

basically it's swapping between two different shadows (set to cross-fade so it looks smoove) when you enter a 'shadow zone' where i define the new dynamic shadow length (changing the y-scale) and optionally, the rotation (for dramatic positional lighting.... rotation doesn't look as good as skewing or other deformation, but for some reason gamemaker doesn't allow skewing while also overwriting the sprite color).

so by setting up a series of these zones, i can activate positional shadows, and also make them more dramatic the closer they are to a light source.

again, nothing as impressive as sea of stars, but i had to share !


noyemiK
@noyemiK
This page's posts are visible only to users who are logged in.


You must log in to comment.

in reply to @xenogears's post:

in reply to @ANOTHEREAL's post:

I love this technique. So simple, but effective. I wish more 2D games did this for lighting.
Even 3D games make use of a similar technique by literally rendering a 3D model again, but flattening, distorting, and shading it appropriately. (ok, maybe not 100% accurate, but roughly the same idea lol)

in reply to @theartofkombat's post:

Like, if I could have seen that kind of thing in Golden Sun, a game which I already adore, that would have put it way over all the other games. What you did is a fantastic implementation and, even if it's a small detail, goes SUCH a long way toward the immersion of the player in the environment.