Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hi, it's me again. I have 2 questions.

1) is it possible to use a fixed value in edge lighting (light penetration) that does not depend on the distance to the light source?
For example, I want the penetration to always be 16px.

2) is there an implementation of fake AO for topdown in the lighting engine like in the screenshot here? (look at the floor around the object)

Thank you very much in advance!

Hello Nakkazuka!

1) Yes, but you wouldn't use the light penetration feature, but rather draw it using normal maps. This way you can customize how many pixels the light will pass through and stuff like that. You need to change the light shader to Phong or BRDF too, to support normal maps. See: Creating Assets

2) Yes, there is support for Ambient Occlusion, through materials (sprites) or AO pass in general (cystal_pass_submit()).

Thank you! I will be buying the asset soon.

This light engine has everything I need, especially spine2D support (normal/material rotation, bone scaling, etc.)

Thank you! I hope you like it, and if you have any questions, there is the Discord server :)