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Messages - Dee

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1
Of course it will work in Linux!
The tool was initially planned for Windows and Linux, and the Mac version was added after a lot of people asked for it.

2
That is not a problem, infinitebox, you can still pledge via PayPal here : http://2dee-art.blogspot.com/p/sprite-dlight.html.
I slightly increased the price (and will furtherly increase it gradually), so KS backers who actively helped to make the project and the stretch goals possible, are rewarded for that.

3
Hi Jesper,

I tried your sprites with the tool, this is the result in the same order as you posted the sprites:


You see, there is not much of a difference between the grayscale sprites and the colored versions.
I didn't add the last gem because the background didn't consist of a single color, so the tool interpreted all the background noise as part of the object, which pretty much messed up the shape.
However, with a transparent or plain background, the normals would have looked quite similar to those of the gray version.

4
The final countdown is running: 26 hours left to grab the tool at the Kickstarter backer price and to jump in for the beta. Thanks for your samples and help.
I really hope there will be some more progress with LTBL2 soon :)


"Skull Plant", ©2013 Kevin Chaloux, normal map and dynamic lighting preview of Sprite DLight

5
I am currently re-working the GUI, the flat map generation buttons have been replaced by shiny orbs, reflecting the style of the maps.



Any feedback is appreciated.

6
Your avatar is not a good match for the tool, because there is no plain background and no overall shape, so all I could do was to deactivate the shape detection and treat it like a tileable texture, which resulted in this:


7
Wonderful idea!




8
Thank you, Jabberwocky, I appreciate your support :)

lolz123, when looking into SFML and shaders, I came across GLLight2D and LTBL.
I didn't know you were working on LTBL2, though, I thought, GLLight2D would be the successor of LTBL.

Anyway, the screenshots of your remake already look amazing. I cannot wait to see more!

9
Sorry if I posted in the wrong forum. I considered it a match for SFML general discussion, as I am asking about the status of dynamic lighting with SFML.

Feel free to send me any sprite you want me to test with the tool.

Sprite DLight is not using OpenGL, it doesn't use the CPU for the preview at all (which is kind of ineffective, but helps with the portability).

10
I have just updated the project with a new feature: an animated dynamic lighting preview for sprite sheets.
To see the full update, including a video clip of the new feature, click the animation:


"Selen Run Animation", ©2014 Lunar Ray Games, animated dynamic lighting preview of the sprite sheet in Sprite DLight

11
I know, Lukas, and I appreciate that, just like your tweets :)

Lo-X: Yes, you need a basic bump mapping shader to integrate the normal maps.

@infinitebox:
Sprite DLight is targeted to projects with larger numbers of sprites, where you just don't have the time to draw everything by hand (for Sprite Lamp, you have to draw 2-5 lighting profiles, which can result in a better quality, but takes a lot of time).
Think of animated characters. You would just process the sprite sheet in one click, resulting in quick normal maps that are all calculated with the same settings.
So Sprite Lamp is about maximum control and making your work easier, while Sprite DLight is about doing the work for you.

12
A small update: The tool will be available for Mac, the second stretch goal has been reached today.


13
General discussions / Sprite DLight - Instant normal maps for 2D graphics
« on: November 21, 2014, 11:04:05 pm »
Hey guys,

Even though I am not sure if there is already a full implementation of dynamic lighting for SFML, I know there have been some very promising experiments in this forum, particularly with the GLLight2D project.

In this context, I'd like to introduce the tool I am currently working on.
Sprite DLight generates voluminous normal maps from 2D sprites in one click, which allows for quick and easy dynamic lighting effects in 2D games. The project is currently running a pretty successful Kickstarter campaign here : http://kck.st/11fs6g5
The basic funding goal has been smashed within 17 hours and we are currently approaching the second stretch goal: a Mac version.



At the time of this post, there are 20 days left to back the project and to get in on the beta, which will start shortly after the campaign.


"Ghost Pizza", ©2010-2014 AlbertoV (DYA Games), normal map generated by Sprite DLight, dynamic lighting preview recorded in the Sprite Lamp shader

I would like to learn more about a possible integration with SFML and I appreciate any kind of feedback.


-Dennis

14
Hey guys,

I have updated the kickstarter with the new customization features and previews on some "more friendly looking characters". ;)
The reward tiers have been overhauled, the video has been changed and I am very happy now and hope to get some more people on board in the 20 days left for this campaign.

Thank you again for giving me all that great feedback.

Here is another small preview for the heads I already posted, but with interpolated skin colors and rim lights applied:



*edit: I have also modified the original post of this thread.

15
SFML projects / Re: InDee Toons - Animated Game Characters
« on: April 04, 2014, 04:19:58 pm »
Oh sorry, I didn't read carefully.
I see your point concerning the costs.

Initially, I priced the full bundle at ~800$ and some people said this was way too much.
I think reducing this caused imbalances to the lower tiers.
Apart from that, I don't really like the idea of huge mass discounts on art.
It depends on the game, but I think the average of characters needed for one, would be about 3 to 10.
Projects that really use 50 characters should rarely occur.

When introducing the new concept of customizable characters, everything has to be changed anyway.
The status quo in my head:
10$ : 1 character pack, containing of precompiled sprites, the Spine file (skeleton and animations), the body parts and four different heads.

20$ : 1 character pack, containing of precompiled sprites, the Spine file (skeleton and animations) and the body parts, two different skins and a custom head generator (a spine file that creates billions of different heads like in the video - every toon gets a different head generator).

The body parts are supposed to be mixable between different toons, and I consider to include extra customization packs with weapons, armor and stuff in higher perks.

Your opinion on the pricing?

I haven't yet thought about discounts for packs of two, five, ten and fifty characters, but I think small discounts would be the best option.

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