The simple situation for frame animation in Unity is one big sprite sheet. Someone in this situation who wants to use Sprite Lamp is in a pretty easy situation in terms of programming — essentially, everything just works easily.
So far, everything is normal. Then, apply a Sprite Lamp or other material to your game object, drag the normal map sprite sheet into the NormalDepth slot, and everything should be fine. This is where things get tricky. By way of example, say you have a character who can walk or run. Ordinarily, when your character is walking around, Unity will be switching between sprites in one sheet, and thus changing the UVs — but when your character switches to running, Unity has to switch to the RunSheet texture, which it does automatically.
Suppose instead though, you are using Sprite Lamp, so you have six textures. The animation system switches the diffuse texture to RunSheet, but the normal and emissive channels keep the Walk versions. This will look somewhere between pretty broken and horribly broken, depending on whether or not the walk and run sheets have similar layouts. How to get around this? The script works by creating a dictionary at load time, which uses a texture as its key, to look up the corresponding textures.
To use it, the first thing to do is attach it to your character or whatever. That should be just about it! A couple of people asked me when that was going to happen, so here we go. I turned thirty a couple of days ago so I thought that was as good an excuse as any. So yeah, here are the links to the Steam pages if you want to get in on that. Once we get it to some working state, the plan is to release an alpha to kickstarter backers, to get a feel for reliability, and hopefully that will give us the data we need to move on to a proper release.
Developers might recognise this rather gross-sounding phrase. Unity is big and complex, and try as I might, I frequently overlook application details that are tripping people up. In an attempt to head that off at the pass, Halley and I have decided to make a small tech demo using Sprite Lamp and Unity. Hopefully the following things will result:.
A big part of all this is packaging and general unfamiliarity with deployment conventions at this point. This is an odd one. Lots of people have been asking me about integration between Sprite Lamp and Unreal 4. I feel a little bit like the winds of change are blowing in the indie gaming word — it seems like everywhere I turn, people are talking about their new project using Unreal 4, or the various advantages the engine offers. Another engine that seems to be picking up steam a bit is Godot.
Still, I was unprepared for how much work gets bogged down for me, at least by not knowing the operating system. As a simple example, I recently spent an embarrassingly long time tracking down some issue with apt-get on my Linux install that was stopping me from progressing, which ultimately culminated in having to install a newer version of Linux which, to its credit, went very smoothly.
Certainly I cringe internally to recall my intention to do a simultaneous cross-platform release. This mostly makes me respect community managers a lot more, but also gives me some reason to pause in the goal of being an indie developer, since it kind of comes with the territory.
You can now get Sprite Lamp for Windows through this lovely humble widget you still get to activate on Steam, so, best of both worlds. The big news, I suppose, is that Sprite Lamp is out there!
In the wild. Big announcement when that happens, of course. Regarding the new website, this is for a couple of reasons. The old website made use of wordpress. This has a few benefits. For instance, Snake Hill Games now has a forum!
My initial plan was to launch a bit earlier, on the sixteenth. This would have been on something like the ninth of this month. I briefly considered delaying, but on further reflection I concluded that:. So, steeling myself to a week of reasonably full-on bug fixing and polishing, I got into it!
What actually happened was that my computer died. Totally random, by all appearances, but not ideal timing. No data loss, but certain set things back a bit. I was back up and running in a few days, delayed the launch by a small amount, and got to work. Fortunately, I was right about being able to get through the bugs on my list in a few days, and that brings us to where we are now.
Hi folks. Just another Sprite Lamp progress report. Before I go into that, I want to give a shout out to two projects that are on Kickstarter right now that are making use of Sprite Lamp. First off, Hive Jump — a 2D shooter with local co-op, and with plenty of dynamic lighting to show off. For this reason, it will be pretty trivial to integrate it into your games — no API or Unity plugin is required, just the ability to load textures and write custom shaders.
In fact, you can get reasonably good results by using a standard normal mapped shader. That said, there are other shader tricks that you can apply beyond a standard per-pixel lighting algorithm, to help make things look snazzier. The self-shadowing in particular might be too much. A simple algorithm for doing this would be one that generates a depth proportional to the distance to the edges the closer to the edges the farther.
But for textures you may be able to find a similar process using colour gradient weighting instead of edges to get what I guess would be a decent result in some cases. This looks awesome! I would ask that you consider open-sourcing at least your free version, but obviously that is entirely up to you. That is exactly what I am looking for! Thanx to people like you an artists skill of shading and seeing tones and light will be obsolete. Why train skill when now every dumbass can youse your program to light his drawing.
Heil to the mediocrity and its loyal servants. Not really. You actually need to know how to shade to make this work. Just look at the several drawings required. And 3D already does that. In fact, 3D is a good tool to learn how lights and shadows behave… Now I have yet one more training of my own!
Thank you! Cool, I relly love this stuff! One thing though… Is not having to make a left-left AND a right-lit kind of pointless when they will always be the negative of each other? Same goes for top-lit and bottom-lit. This looks terrific, get that kickstarter up! Curious to see how it works with the shaders in Unity. Not dead! Well I guess someone should say this..
You got the Kickstarter goal.. This is not some opensource indie project. We all like to travel overseas but we also keep your promises. Your email address will not be published. Dynamic lighting for 2D art Despite the growing graphical power available to gamers on everything from consoles to phones, many game developers prefer to use 2D art in their games — often to preserve the style of their art, or just because 3D models can be expensive and difficult to work with.
After being processed into a normal map and a depth map, the result looks like this: Depth maps Sprite Lamp is primarily for the creation of normal maps, but it can also create depth maps. Stretch goal 1 is already reached: A dynamic lighting preview window. The basic purpose of Sprite DLight is the generation of normal maps Sprite Lamp is a software tool to help game developers combine 2D art with Logicly 1.
Windows 10 November Update is so tiny it will download faster than you Sprite Lamp 1. Sprite Lamp is a tool for combining the visual styles possible with 2D art, such as painted Download PC Demo Sprite Lamp - Pro upgrade. Yesterday I released the latest update to Sprite Lamp, and with it, a properly You can now get Sprite Lamp for Windows through this lovely humble Sprite Lamp is a tool for combining the visual styles possible with 2D art, such as painted or Steam for Mac downloads only 0 bytes for the software.
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