I may work on one after the platformer. I should have much more practical experience, and my theoretical intuition won't be the only weapon I'll be bring to war.GarbagePillow wrote:luaz: Definitely.
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I may work on one after the platformer. I should have much more practical experience, and my theoretical intuition won't be the only weapon I'll be bring to war.GarbagePillow wrote:luaz: Definitely.
Do I know my shit or what?GarbagePillow wrote:Ha! That is because I modeled the tree stump after the tree stump in A Link to the Past. I really love the style of that game, in particular the fake perspective of walls and cliffs.Ensayia wrote:This is incredibly superb. For some reason, your first example reminds me of Zelda: LTTP.
Although the lighting could be done with canvases; having a canvas with just normal data and then a canvas with diffuse that gets lit, right now I'm just doing the full effect in a single pass for each object.Ensayia wrote:Do I know my shit or what?GarbagePillow wrote:Ha! That is because I modeled the tree stump after the tree stump in A Link to the Past. I really love the style of that game, in particular the fake perspective of walls and cliffs.Ensayia wrote:This is incredibly superb. For some reason, your first example reminds me of Zelda: LTTP.
Back on topic, is this shader a post-render applied to a canvas? I haven't looked at the code.
EDIT: I should have just looked at the code. While I don't understand everything completely it looks mighty clean sir. How do you go about generating the lighting maps? I have to imagine doing that by hand is a pain in the ass.
I've thought about the same thing and I think its a solid idea. If the direction painting was done in love2d you could see the light update as you worked. Using just a few directions might mean you would need to dither them, but that might be interesting by itself.I wonder if there'd be a way to fake something as effective by letting artists "paint" normals with a predefined palette of say nine directions (N, NE, E etc) + straight out of the screen.
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