Godot: 2d light effects in my top-down adventure game (Shadow Quest)

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  • เผยแพร่เมื่อ 28 ส.ค. 2020
  • This is my first attempt at making a little 2d top-down game with Godot (v 3.2)
    Light effects are rendered using normal maps and a custom "shadows cast" algorithm
    The wolf and the character were modeled with blender first, then converted to spritesheet with a python script.
    Let me know if you have some suggestions or if want some infos / tutos about the rendering technic ;)
    Music:
    Ekzil - Hang Alchemy
    / ekzil
    Thanks For Watching !
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ความคิดเห็น • 21

  • @Atthetta
    @Atthetta ปีที่แล้ว +2

    that's REALLY good!

  • @arnomleonam149
    @arnomleonam149 3 ปีที่แล้ว +2

    Amazing job!

  • @TKB_videos
    @TKB_videos 3 ปีที่แล้ว +7

    Looks really nice.
    If possible, then can you do some tutorial on:
    - how you achieved that 3D feel on terrain and building
    - character animation of 2D to 3D

    • @ekzil35
      @ekzil35  3 ปีที่แล้ว +3

      Thanks :)
      I plan to do a tutorial when I have the time ..
      The 3D feel on the terrain is achieved with normal map.
      For buildings, I used a normal map + a displacement map, that gives the 3d position for each 2d pixel (in relative coordinates)
      disp and normal maps are generated with blender.

    • @coreymiller6581
      @coreymiller6581 5 หลายเดือนก่อน

      @@ekzil35 I'd be interested in how you're using a displacement map on something like the house as well. I can't wrap my head around it :-)

  • @mio-xh1ln
    @mio-xh1ln ปีที่แล้ว

    damn, that's so cool !!

  • @ollcaih02
    @ollcaih02 3 ปีที่แล้ว +1

    Impresionante! me suscribo!

  • @toara
    @toara ปีที่แล้ว

    absolutely stunning :)

  • @accumulator4825
    @accumulator4825 2 ปีที่แล้ว

    Very creative, well done. Hope it turns out great, God bless.

  • @matteopignotti
    @matteopignotti 2 ปีที่แล้ว

    Please make a full tutorial on your development process

  • @giancarloandrebravoabanto7091
    @giancarloandrebravoabanto7091 3 ปีที่แล้ว

    l'll try it to do it in pure javascript

  • @cenullum
    @cenullum 3 ปีที่แล้ว +5

    I didnt get is terrain 3d or you used normal map. It seems awesome

    • @ekzil35
      @ekzil35  3 ปีที่แล้ว +2

      Thanks ! For the terrain, I just used a normal map on a independant layer, on top of the tilemap. I plan to do a tutorial on this when I have time.

  • @fanuelanteneh8437
    @fanuelanteneh8437 3 ปีที่แล้ว

    Normal maps?

  • @m0h49
    @m0h49 3 ปีที่แล้ว +2

    Can you please tell me how to do shadow casting?

    • @ekzil35
      @ekzil35  3 ปีที่แล้ว +2

      I done this using a custom fragment shader. Light positions and occluders are passed as uniform. I used Liang-Barsky Algorithm to detect intersections between light rays and obstacles. Performance are good, even on mobile platforms :)

    • @2bytesgoat
      @2bytesgoat ปีที่แล้ว +1

      @@ekzil35 Could you go into more details regarding how you passed the light positions and occluders? Do you pre-render the entire scene and use the images as input, or use custom viewports?

  • @JohnnyCrow.
    @JohnnyCrow. ปีที่แล้ว

    I really like archery 👍 would be really cool to see your code) or even full tutorial)

    • @ekzil35
      @ekzil35  ปีที่แล้ว

      Thank you ! I would have to get back into it, I left the project aside for lack of time..

    • @JohnnyCrow.
      @JohnnyCrow. ปีที่แล้ว +1

      @@ekzil35 dont leave it. Its really good

  • @ZEN467
    @ZEN467 ปีที่แล้ว +1

    make a tutorial