Posted May 06, 2021 by Perfoon
Here is how I implemented it. A cave without lighting looks as follows.
The lights are added to a different tilemap that is located between the background and foreground tilemaps. The tilemap is additively blended to the background and the light is just a big blob that is tinted to match the biome colour
The light is toned down to keep the contrast and the foreground tile layers are rendered on top.
And that is the technique. I hope you liked it.
Don't forget to try the Blastronaut demo, although it doesn't have cool lighting effects yet, the gameplay is still really good.