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A tool providing a new generation of bulky one-click normal maps from 2D sprites like pixel art for dynamic lighting effects in games.
A tool providing a new generation of bulky one-click normal maps from 2D sprites like pixel art for dynamic lighting effects in games.
467 backers pledged $16,255 to help bring this project to life.

Successful funding, Paypal pledges, stretch goals & more

Posted by Dennis Faas (Creator)
3 likes

We made it! Sprite DLight is funded! 

"Baseball" ©2010-2014 AlbertoV, normals from Sprite DLight, preview in the Sprite Lamp shader
"Baseball" ©2010-2014 AlbertoV, normals from Sprite DLight, preview in the Sprite Lamp shader

100% amazing

After reaching 100% funding within only 17 hours on day one, Sprite DLight has recently reached 100 backers and is now at more than 160% of the initial goal, which is absolutely unbelievable.
I would like to thank everyone who supported it again, I still can't believe it. 

That means that we will see it released in near future, because more than 100 people made it possible.
Of course, it also means Sprite DLight is pretty cool, because so many people have backed it. 

Paypal 

For those who would like to back the project, but don't have a credit card, I have set up a Paypal pledge option.
To get the tool for the Kickstarter backer price and to get in on the beta via Paypal, just follow this link:
Sprite DLight Paypal pledges 
I will remove that option after the end of the Kickstarter campaign. 

All pledges received via Paypal will count towards the stretch goals, which will be introduced soon. 

Stretch goal planning 

With the project already overfunded, it is time to provide some stretch goals.
The reason why there are none so far, is simple: I am still busy doing research to find out what would be most useful for backers, because I don't want to just offer some stuff which I think would be cool.
That's why I am collecting your ideas and feedback on my ideas to see what is desirable and practical.
If you haven't filled out my short stretch goal survey yet, now would be a good time to do so:
Sprite DLight stretch goal survey

Some of the already proposed additions seem quite promising, others are simply not practical. I will be more specific on that in an upcoming update video. 

Mac version 

What I can say from the preliminary results of the survey is that a Mac version is requested by more people than I expected.
I am currently trying to get my hands on a Mac to do some basic testing.
Before announcing a Mac version, I want to make sure that I can keep this promise.
Working with a Mac is something I have never done before, so I have to see if the tool can be ported and if this could have an impact on the estimated release date.
I am very confident that it will be possible. 

Some general things 

Normal map intensity 

Some people have criticized the "fluffy look" of most of the examples I have shown so far.
I have set the intensity of the normal maps I made with the tool very high to make the difference to common normal map generators and filters more visible.
Sprite DLight is not limited to this high intensity, as you can scale the volume of the normals down as much as you want, and I will post some more examples showing smoother normal maps of a lower intensity soon. 

Unity integration 

There's more and more people asking how things work with Unity.
I am in contact with an enthusiastic backer who already successfully tried Sprite DLight's normal maps with the beta version of Unity 5, and I hope to include a video clip of his work in one of the next updates.
What I have seen so far looks amazing and easy.

Finally, thanks again for all the kind support and feedback, which is still very welcome.

Congratulations to all of us, and best regards,


Dennis

IonicComics, vesa, and 1 more person like this update.

Comments

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    1. Dennis Faas 2-time creator on

      Thank you, Jan, I will see what I can do.
      I think it would be better to have the ability to import a mask that was created in an image editing software, rather than doing the painting directly in the tool.

    2. Jan Sælid on

      Congrats on the success! Looking forward to this.

      I forgot to put in a wish in your survey, but maybe a useful feature would be some kind of masking. Where you draw a mask over some part of the sprite in the editor that will not be affected when you generate the normal map. Or maybe even the ability to apply different normal maps to different masks. Or a colored mask that for example: Light red - less effect - darker red stronger effect...