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LegendaryMinuteman

2
Posts
A member registered Jun 23, 2021

Recent community posts

I was wondering if you had any idea on how to adapt this to a 2D style game of the Pokemon/Stardew Valley variety where the Z dimension is implicitly tied to the Y dimension.  In other words, where objects with a lower Y coordinate are "behind" objects with a higher Y coordinate.

I had some ideas about shadows being cast on a different layer than the light so that textures with a lower Y coordinate would not have shadows cast on them and would illuminate if the light source had a greater Y value but I was hoping to see if you had any ideas on the matter since you understand the systems fundamentally on a much better level.

Thanks again!

(2 edits)

I had an issue but I resolved it with some tinkering.

Thank you so much for sharing your knowledge with the world.  It has been so helpful.

Really fantastic tutorial and with brevity and wit on top of it all.  I know you put a lot of time and effort into making it so thanks and great job again, you really deserve it.