Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - deee

#1
Hey everyone,

I would like to introduce the tool for game developers and artists I am currently running a Kickstarter campaign (already more than 650% funded) for:
Sprite DLight on Kickstarter

The main use of Sprite DLight is the generation of normal maps from 2D sprites in one click, which allows for quick and atmospheric dynamic lighting effects in 2D games:



This way, you could create a game featuring dynamic lighting on pixel art characters and objects, simply by processing the existing game art and using the normal maps in combination with a shader.
This is a preview of a pixel art sprite sheet with dynamic lighting via instant normal maps of Sprite DLight:


"Selen Run Animation" from the game "Timespinner", ©2014 Lunar Ray Games, animated dynamic lighting preview of the sprite sheet in Sprite DLight

I know, real dynamic lighting is not possible (at a reasonable performance) with AGS at this time, however one of the already achieved stretch goals brings amazing possibilities for AGS users:
It is a feature, which allows you to re-render sprites for different environments, based on the 3D information from the normal map.



"Squirrel", ©2010-2014 AlbertoV from DYA Games, normal map generated by Sprite DLight and different lighting applied in the Sprite Lamp shader

One use of this could be day and night versions, achieved by batch processing all sprites in a few seconds with different lighting conditions.

There are 24 hours left to pre-order Sprite DLight at the Kickstarter backer price and to get in on the backer beta (planned to start by the end of December).
The tool is also on Steam Greenlight here!
Any support and feedback is highly appreciated.



"Ghost Pizza", ©2014 AlbertoV from DYA Games, normal map and dynamic lighting preview of Sprite DLight

Cheers,

Dennis
#2
Dear fellow AGS developers,

As a long-time AGS user and member of the community, I have to tell you about my project currently live on Kickstarter.
The idea behind InDee Toons is to provide a library of characters, game developers can freely choose from and directly integrate them into their games while being able to concentrate on other aspects of development.
I have used some scenes of a (unfinished) game I created in AGS in my pitch video.




The goal of the campaign is a pool of 50 game characters of high quality, in the form of sprite sequences for maximum compatibilty.
Update : The parts of the toons can now be mixed, and there is a custom head generator included for every toon.
The animations certainly cover everything you need for an awesome adventure game (like walking, talking, interaction and more).
We have also wonderful features and stretch goals like customizable lighting, which allows you to adjust the color of the character lighting to your game backgrounds.

For more information and previews, please check out the Kickstarter:
https://www.kickstarter.com/projects/2dee/indee-toons-animated-game-characters



Thank you. You guys rock!
#3
Hello,

Sorry if I am being redundant, but the search function doesn't work.

Problem:
When testing my game in windowed mode, everything works properly.
Now when I test it in fullscreen Mode (Strg-F5), it all looks fine at first, but when i change the gamma-value and set it back to 1.0, everything gets way too dark.
The same problem appears when I restart the game with the F9 key in fullscreen Mode.

Graphic device : Direct3d

Does anybody know a solution to this or has anybody encountered the same problem ?
I would really like to implement a gamma slider to give the user the opportunity to tune things perfectly, but changing the gamma value in AGS always leads to an odd outcome : 1.0 is too dark overall and setting it higher causes the lighter areas to become too bright while the darker areas still are too dark.
#4
Hello everyone,

I have tried out both Direct3D 9 and DirectDraw 5 Graphics Drivers with the game I am working on (AGS 3.2.)

Direct3D provides way better optical results in displaying the characters with the option "smooth scaled sprites."
So I wanted to keep it running with Direct3D. While testing the game and the debugging features, I just came across the FPS and saw that the game was running very slowly with Direct3D (~26 Frames, whereas in DirectDraw, I always had an average of ~40 FPS.)

The weirdest thing in Direct3D is: while a function is active, that draws an image onto the background surface every 3rd game loop (first, it was every game loop, but i reduced it to every 3rd, because of the performance), the FPS goes up to 40 and the overall speed of the game just seems accurately smooth.
Does anybody know a solution to this issue?
It would be great to have the game running under Direct3D, but there must be a better workaround than using drawimage (maybe with an empty sprite) every game loop, or there must be a reason why the game is running that slowly while not using drawimage every cycle.

Greetz,

Deee
SMF spam blocked by CleanTalk