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Author Topic: Sprite Lamp - Dynamic 3D light for 2D sprites  (Read 1023 times)

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Offline O Ilusionista

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Sprite Lamp - Dynamic 3D light for 2D sprites
« on: November 08, 2013, 08:26:05 AM »
Sprite Lamp is a software tool to help game developers combine 2D art with dynamic lighting effects, through the creation of hand drawn normal maps.

I will be launching Sprite Lamp on Kickstarter on November the 13th.

That’s the first day for Australian Kickstarters! I’m also working on getting it live on Steam Greenlight on or before that day. Naturally, there will be links here when that happens.

What makes Sprite Lamp unique is that it creates these maps without ever needing to model anything in 3D – all the inputs can be hand drawn, and Sprite Lamp preserves the art styles that are possible with hand drawn images. As an example, if you were making a pixel art game featuring zombies, here’s how one of those zombies might look if you were using Sprite Lamp:



Sprite Lamp creates various maps from the lighting profiles – a normal map, a depth map, and an ambient occlusion map – and the result looks like this:


Check this amazing tool (WIP) here: http://www.spritelamp.com/



Offline Tha Lando ( Le CROM )

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #1 on: November 08, 2013, 08:46:56 AM »
 :thumbsup: very interesting and pretty awesome idea. def keep my eyes on this and maybe see how much further it gets and help out when it hits kickstarter. ::salute::

Offline Excursion

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #2 on: November 08, 2013, 12:02:24 PM »
Looks to be a terrific program. I'm sure it has it's bugs and that you closed beta testers are working to report them. It'll be very interesting to see what kind of special effects will be made with this, not only in MUGEN but for BOR also. :thumbsup:

Offline Tha Lando ( Le CROM )

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #3 on: November 08, 2013, 12:22:22 PM »
def Excursion this could be used for both once learned how to get things going in that sucker. it also reminds me a bit of sorts like Panda3D but for flat pixels. this should be pretty cool especially once its made public to use and can toy around with it to see what it can seriously do for spriting.

just a next step to those  expensive pro tools shaders.  \-/o

Offline Acey

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #4 on: November 08, 2013, 03:49:19 PM »
I'd back this, it could be useful.

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #5 on: November 08, 2013, 04:43:45 PM »
 @-)
Definitely backing! :thumbsup:

Offline Arkady

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #6 on: November 08, 2013, 04:44:36 PM »
This is great, but all my beta wips are gonna look crap now, (back to drawing board literally)  :DxDie. Hahahaha

Offline laspacho

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #7 on: November 08, 2013, 06:00:08 PM »
That's really cool.

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #8 on: November 09, 2013, 04:57:56 AM »
It looks as interesting as painful it would be to use in current state.
For example classic megaman spritesheet:
(click to show/hide)
Roughly 92 sprites(roughly as you won't need it for separated vehicle and teleport, but OK, characters can have much more than that and less than that, for mugen character it would be somewhat around 500 for averaged character) without any shading. Now quadruple them as you need to draw shading 4 times for lighting profiles(and if you a complete masochist and accuracy freak 8 times), it 368 sprites(for freaks - 736). At this point you'll understand that switching colors for different armors is genial as there's no need to repeat the process. OK, you've been through hell drawing those, now what? You need to put that in the game somehow. For that you need to know where would be those moving light sources in your game to prerender needed frames. Let's see, lighting bolt can fly to the character's face, above and under him with different distances for it. Let's say we simplify excluding situations where light comes from background or foreground, let it be 3 gradations of light from 8 directions, that's 2208 sprites. o.O# and there I already forgot situations where you'll have light from 2 or more sources at once, though OK, that feature wasn't demonstrated by Sprite Lamp so let's say it'll never happen. Then you need to code it, i.e. on which position of projectile use which variant of current animation's frame.
After you done with protagonist there's enemies, of course you can use positioning tricks with them to maximally reduce directions from which light might come and frames they have to reduce sprites and lighting profiles amount, which limits level and enemy design. If by that time you'll still a wish to utilize Sprite Lamp more in your game you might want to ad lighting effect to floor, walls, etc. If you up to it - you must do it by screen, not by tile if you have separated screens like in megaman, if you have scrolling like in mario you'll need to prerender whole level somehow with frames including every place where lighting projectiles could be.
All what I said about prerendering above stays true only if engine can't work with normal, ambient and depth maps, but as soon as we are talking on mugen forum I told it with it, fighter maker and open bor in mind - they can't do that, at least yet.

Summing that long-long post(with long-long sum up -_-''''').
Megaman is simple character and simple game(sprite-wise), but even with him you can lose your sanity making light profiles. And we talking about indie gaming where simpler graphics means better chances to game even make it to release. If you take it into mugen reality, making MvC/SNK-styled character with fixed light source for each frame is hard enough to spend years on it multiple it by 4 and no one in own mind will do this. Where it can be used - projectile shooting frames and projectile death animation, but it's really minor and not very noticeable.
Where can I see it's used like it is - something to accent player's attention on, like savepoint with light flying around it or legendary artifact or something like that, with no or minimal animation. There in games and in pixel-art pictures, where result indeed could be outstanding.
Of course it's thousand's time easier than to do by hand, but no one does it by hand. If you need 3 stages of lighting on 3 different animation frames you draw draw 3 frames and that's it, not 3 frames and 6 lighting profiles(not 12 as you probably need only front and back covered).
If it had someway to automate process of profiles creation, then it would be tool of future for 2d games. Only problem would be coding it and size. If personal projects might work with normal and depth maps(I'm not so knowledgeable in gamedev, but of popular engines paid version of unity probably have all needed features already in, dunno if game maker have anything like this) mugen and bor can't do that and bound to deal with tons of prerendered sprites and lots of code for them.

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Offline O Ilusionista

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Re: Sprite Lamp - Dynamic 3D light for 2D sprites
« Reply #9 on: November 09, 2013, 09:12:34 AM »
The program uses what we call Normal Map, its something for giving a better sense of depht on 3d workds.The differente bewteen Bump and Normal is that Bump only uses grayscale images,so I can generate positive bumps (white)and negative bumps(black)and only in one direction.It works when the camera is not close to the object. But Normal uses RGB images for that, plus is stores how far the camera is from the objecte,the angle of the light and other things,its way better.

There are a lot of ways to do a Normal map: http://shadermap.com/home/ is a cool tool for making it (its what I use plus it makes Ambient Occlusion,bump and many other maps),there are a free website which makes it (http://www.smart-page.net/smartnormal/) and some plugins for PS and GIMP.

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