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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.
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.

Sprite DLight beta build 0.2

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New features and bug fixes 

After a month of bug-fixing, troubleshooting and giving advice to some awesome people's first experiences with Sprite DLight, the second beta build is finally ready to be released.

Many thanks to everybody who helped me to overcome the challenges of the first build, such as the oddities of Mac programming, and I would like to thank everyone for suggesting great new features and ideas to improve what was already there.

I also met some nice people who are teaching me some basics of openGL programming. Moving parts of the software to the GPU is still something I am aiming for, there is already a little bit of progress, however, as this will require me to re-write large parts of the tool, it probably won't happen within the estimated delivery date announced in the Kickstarter (spring 2015), if it is possible at all. 

Still, 0.2 comes with some improvements to the performance, as well as a lot of changes and fixed bugs. I will send out the new download links to all backers within the next hours, together with a detailed change-log. 

one of Sprite DLight's new features: normals can now be rotated around the X- Y- and Z-axis, original sprite: "Worldmap-places" ©2010-2014 AlbertoV (DYA Games)
one of Sprite DLight's new features: normals can now be rotated around the X- Y- and Z-axis, original sprite: "Worldmap-places" ©2010-2014 AlbertoV (DYA Games)

Some of the most important changes are:

  • Customizable background color for the Lighting preview
  • Transparency support for the Lighting preview
  • User defined settings profiles (Pro) are now available
  • The normal map combination feature (Pro) is now available
  • There is now an option to rotate the normals over the X,Y and Z axis (for things like isometric art) 
  • The alpha channel of the input sprite can now be used for the normal map
  • There is now an option adjust the range of the shape volume effect, which will be particularly useful when processing batches of sprites with the same settings

I will discuss some of the new features in an upcoming video tutorial, which will introduce some advanced techniques of normal map generation. 

Everybody should now be able to start the application on their specific system. Keep sending me crash reports, bug reports and feature requests, and of course samples of the awesome stuff you create with the tool. 

Cheers, 


Dennis

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