Devlog 2024 - 2D Light in Pixelated Games - The Making of Moons of Darsalon - EP3
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- เผยแพร่เมื่อ 6 ก.ย. 2024
- Steam: store.steampow...
Welcome to Chapter 3 of our devlog unity series on Moons of Darsalon!
In this 2024 devlog game, I dive deep into the development process of Moons of Darsalon, a game I created entirely on my own. Despite some skepticism from the solo development community, I'm here to prove how a single developer can achieve incredible results.
In this chapter, we explore the sophisticated 2D lighting system used in Moons of Darsalon. From overcoming the challenges of dynamic lighting in pixel art games to integrating realistic light sources and shadows, this video covers it all. Learn how I managed to avoid gradient issues and maintain a consistent pixel-perfect aesthetic.
I also discuss the asset originally used for the lighting system, its current status, and the unique approach I took to implement dynamic lighting that goes beyond standard Unity techniques. Discover how my custom solutions ensure that the lighting in Moons of Darsalon is both practical and visually striking, making it a valuable resource for those interested in indie game devlog topics.
Topics Covered:
Introduction to Moons of Darsalon's 2D lighting system
Handling dynamic lighting in indie games 2024 and pixel art games
Integrating realistic light sources and shadows for indie game dev
Avoiding gradient issues for pixel-perfect aesthetics
The original lighting asset and its journey in devlog 1
Custom solutions beyond standard Unity techniques discussed in devlog 0
Don’t forget to subscribe for more updates and upcoming chapters where I’ll cover character controllers, independent animation systems, and much more in this indie game devlog series. Hit the notification bell so you won’t miss out on the next exciting episode!
Related Links:
Megasphere: store.steampow...
Away to the Stars: store.steampow...
Normal map 2d light technique: • Dynamic Lighting For P...
Big fan of MD, I love destructible pixel games and I’m so happy to hear that you did this solo! Super inspiring! Please keep posting your logs, they are very helpful.
Man you are really good at programming and art. You really have a shot of making it big!
Es muy tremendo el trabajo que has hecho. No deja de sorprenderme. Y la forma en que lo explicas es brillante! enhorabuena
amazing video series. I loooove the overall style of this game and I'm gonna buy it. I'm really interested in learning how you made the terrain. I can't really figure it out. Are they looping textures displayed on an actual shaped mesh or on blank sprites? Or are you stacking modular sprites of terrain? What's the workflow for creating a level this way? So many questions!!
Each level is a huge sprite , alpha is modified in real time
@@DrKuchoGames makes sense ty
Great series, I wish it wasn't using the robot voice though!
@@Mistereee I wish I had the time and the English skills.
Hey man! Thank you for the mention. really instructive video as usual
Asombroso todo el trabajo que tienes detrás de este gran juego
Awesome video, you got my sub!
Can't wait to see more :)
@@NowKnownMAWO every week !
@@DrKuchoGames Nice :)
I have a small question. I am trying to achieve a CRT effect for my game using a retro post-processing asset. However, it has a few unwanted results, so I found a workaround by shifting the UV rec of a RawImage (a 2x2 image with 2 white pixels on top and 2 transparent pixels on the bottom). It works fine, but it ain't look like the effect in your videos. Could you share which tool you are using, or is it something you made yourself?
@@NowKnownMAWOcould not understand your specific problem, you talking about scanlines ?
@@DrKuchoGames Yes, scanlines! :)
@@NowKnownMAWO I used to do the scanlines with a semi transparent sprite overlying the image , if you do it right the results should be almost the same , but I decided later to do it via shader due to performance reasosns and because with the shader I can change the intensity of the scanline depending on the luma of the underlying pixels. More similar to what happens on the real crt
Me he pasado el juego en modo difícil con todas las estrellas en cada nivel y me entero ahora que hay un ciclo de día y noche en los niveles 🤣
@@ephraimteluris9744 en realidad al final se quedó solo En la title screen y en run for it
@@DrKuchoGames Eso es tan cierto como que el juego ha sido desarrollado por un equipo completo de profesionales AAA
Lul