Sprite DLight Forum now online!
The Sprite DLight Forum has been launched!
Finally, there is a place for the Sprite DLight Community: the Sprite DLight Forum has been launched today.
This should make things like reporting bugs and getting answers to your questions a lot easier. It will hopefully help to give me some more time to work on the tool, since I won't have to repeatedly answer the same questions via email.(which I love to do, but it is time consuming).
Another great opportunity the forum brings is the exchange of information, knowledge and experience, as you will be able to help each other and share your ways of doing things, your solutions to integrate dynamic lighting with particular game engines and the wonderful work you have done with the tool.
The forum has an announcements section, which allows me to quickly share development information like the change-log. There is also a post introducing the upcoming changes, which is basically a non-final change-log update for the upcoming build.
Let the Sprite DLight Community come to life, create an account and
- request new features for the software
- find help for the game engine you are working with
- post bug reports and other problems you encounter
- show off your awesome work
- get an idea of what to expect in the next build
Thank you for registering!
Spine and dynamic lighting: Project MageLight
Some might already be aware of the great things happening in the Spine Forum at Esoteric Software but I'd still like to give a shoutout to Mitch, who has done a lot of work pushing the Spine-Unity Runtimes and doing tutorials for them.
Together with Alex Dixon, who has done all the shader work, Mitch has been working on Project MageLight, an example project for the Spine Runtimes, that brings together skeletal animation and dynamic lighting with normal maps.
The breathtaking example shows a scene with two colored light sources and two animated characters.
The normal maps for the characters have been authored with Sprite DLight, with some alterations made afterwards.
It can be viewed in your browser, you only need the Unity browser plugin.
According to the developer, Project MageLight currently supports the following:
- Rim Lighting
- Unity5 Global Illumination
- Independent Specular Settings (Directional and Point)
- Optional Toon Ramp Texture (Can mix and match Toon and Normal lighting per light-type)
- Bone Rotation
- Skinned Mesh normal map deformation
- Shadow receiving
- Blended edges (unlike alpha cutout shader)
The project and the corresponding thread in the Spine Forum are definitely worth looking at.
When will Sprite DLight be released?
I got this question a few times and I would like to apologize for the delay.
Build 0.4 will be released shortly, we are greenlit on Steam, now the software only has to reach a solid state to be released.
One of the worst things you can do as a developer is to release an unfinished product. That is why I won't release it until it works perfectly on all the supported operating systems.
I also still get great suggestions to improve several features, and I (and probably also you) want the tool to be the best possible.
What you can do to speed things up is to participate in the forum discussion, let me know what issues you encounter and what changes you would like me to make (for example, I got a request from a backer asking for 'Save' and 'Save As' functions with the corresponding standard hotkeys, which is something I plan to implement).
I have been told several times that using normal maps might become standard for 2D games in the future and I would like to thank you all again for making Sprite DLight as an industry changing software possible and for helping me to steadily improve it.