Showing posts with label SpriteDLight. Show all posts
Showing posts with label SpriteDLight. Show all posts

Saturday, December 31, 2016

Sprite DLight beta build 0.5 released!

Sprite DLight 0.5 brings lots of great changes and fixes! 

The Sprite tab now has a new button that allows you to load an external sprite to be displayed with the currently used Normal Map. 

Sprite DLight - Instant normal maps for 2D graphics - Update #25 
Merging new normal map after manual removal of the shadow through editing of the Light Maps. Using the original Sprite as the "External Texture" to be displayed with the new Normal Map.
Original sprite: "Blacksmith" ©2015 AlbertoV (
www.dyagames.com)

The Specularity tab got another slider: You can now change the overall brightness of the Specularity Map. Another addition requested by some of you: the option to click the number values of the sliders and change them by entering a number.

Sprite DLight - Instant normal maps for 2D graphics - Update #25 
Clickable slider values: Enter a number for the new Specularity Map brightness slider manually!
Original sprite: "Blacksmith" ©2015 AlbertoV (
www.dyagames.com)

The full list of changes (including simultaneously zoomable Light Map preview pictures and many more enhancements and fixes) will be sent out to all backers together with the download link, and it is also available in the Announcements section of the
Sprite DLight Forum.

This is just a short summary of Sprite DLight Update #25 on Kickstarter!

Friday, March 18, 2016

Unity 2D dynamic lighting tutorial with custom Sprite DLight shader

A new tutorial on normal map integration with Unity! 

While integrating dynamic lighting in a 2D game with Sprite DLight's normal maps, Unity users have reported several issues with the built-in materials and shaders.  

With the new custom Sprite DLight shader and a step-by-step tutorial for beginners and advanced Unity users, anyone should now be able to easily improve their 2D game with normal maps.
Danilo Ganzella, backer of Sprite DLight and Game Designer of the game “Tower of Samsara” , wrote the custom shader and the tutorial, which covers all the basics from generating sprite sheets and normal maps to bringing everything together in Unity.  


Sprite DLight - Instant normal maps for 2D graphics - Update #24 

For the full tutorial, please see Sprite DLight Update #24 on Kickstarter!

Friday, February 12, 2016

Sprite DLight beta build 0.4 released!

Sprite DLight 0.4 brings awesome features and fixes! 

The zoom feature that has been there in the very first beta build of Sprite DLight had been removed due to issues with other new features. 
Now it is back in all of its glory, waiting for you to go crazy on the mouse wheel.

Sprite DLight - Instant normal maps for 2D graphics - Update #23 
Mouse-wheel zoom is now supported again. Original sprite from "Tower of Samsara" ©2015 Guilherme Gaspar (www.towerofsamsara.com)


Another neat new feature is the "Detail Focus" option, which allows you to choose between local luminance and lightness differences as the main source for the surface details recognition algorithm. In some cases, changing this option does make a huge difference, especially when your sprite has vibrant color contrasts.

Sprite DLight - Instant normal maps for 2D graphics - Update #23 
You can now choose local lightness or luminance differences as the source for the surface recognition algorithm

The full list of changes (including support for new image file formats, subfolder batch processing, smart and quicker map calculation and a progress bar and many more fixes and improvements) will be sent out to all backers together with the download link, and it will be also published in the
Sprite DLight Forum.

This is just a short summary of Sprite DLight Update #23 on Kickstarter!

Friday, September 18, 2015

Sprite DLight Forum now online!

The Sprite DLight Forum has been launched!  

Finally, there is a place for the Sprite DLight Community: the Sprite DLight Forum.
has been launched today.

Sprite DLight Forum at 2deegameart.com 


Let the Sprite DLight Community come to life, create an account and 
  • request new features for the software 
  • find help for the game engine you are working with 
  • post bug reports and other problems you encounter 
  • show off your awesome work 
  • get an idea of what to expect in the next build 
Thank you for registering!

Spine and dynamic lighting: Project MageLight!  

Some might already be aware of the great things happening in the Spine Forum at Esoteric Software but I'd still like to give a shoutout to Mitch, who has done a lot of work pushing the Spine-Unity Runtimes and doing tutorials for them. 
Together with Alex Dixon, who has done all the shader work, Mitch has been working on Project MageLight, an example project for the Spine Runtimes, that brings together skeletal animation and dynamic lighting with normal maps.


Project MageLight



The breathtaking example shows a scene with two colored light sources and two animated characters. 
The normal maps for the characters have been authored with Sprite DLight, with some alterations made afterwards.
It can be viewed in your browser, you only need the Unity browser plugin.


This is just a short summary of Sprite DLight Update #22 on Kickstarter!

Thursday, July 9, 2015

Sprite DLight Upgrade now available!

Lite version can now be upgraded to Pro!

Backers of the Lite version, regardless of whether you pledged via Kickstarter or PayPal, can now upgrade their pledge to the Pro version here!

The price for this upgrade, at the time of this update, is $15.00, but it may increase at some point in the future.

The benefits of backing the project via PayPal are the same as on Kickstarter: backers receive updates and download links (directly via email), a standalone version of the tool on release and a Steam key when it is available on Steam.
 

This is just a short summary of Sprite DLight Update #21 on Kickstarter!

Saturday, May 23, 2015

Third Sprite DLight beta build released!

Sprite DLight 0.3 brings new features and bug fixes  

Apart from some technical changes and fixes'behind the scenes', 0.3 brings some new features and backer-suggested improvements like the change to the sprite sheet animation preview, that allows the user to specify starting and ending frame numbers instead of just a total number of animation frames.
This change allows you to easily preview animation sequences within a larger sprite sheet.

Sprite DLight - Instant normal maps for 2D graphics - Update #20 
The sprite sheet animation preview can now be displayed 'from frame X to frame Y'


Thanks to everybody who made suggestions for changes and new features, as well as everybody who reported bugs and issues.
Some of the suggested improvements didn't make it into 0.3, but most of them will be addressed in the future.

The current beta build also brings a new Pro feature: an option to export the dynamic lighting preview as a sequence of images!

In the meantime, the Sprite DLight forum is well underway, it should be live within the next few weeks, so the Sprite DLight community will hopefully come to life soon.

This is just a short summary of Sprite DLight Update #20 on Kickstarter!

Tuesday, April 14, 2015

Finally green light for Sprite DLight!

Sprite DLight just got greenlit!

Awesome news, everyone: Sprite DLight has just been greenlit by the Steam community!

This is what I just saw when checking the current stats (which I did several times a day):

Sprite DLight - Instant normal maps for 2D graphics on Steam


That means the tool will be available on Steam when it is done, and backers of the Lite and Pro versions will receive a Steam key for each license they acquired, in addition to a download link to the final product.

Sprite DLight - Instant normal maps for 2D graphics on Steam

These news are very exciting and I would like to thank everyone who voted and/or helped to spread the word to make it possible.

This is just a short summary of Sprite DLight Update #19 on Kickstarter!

Thursday, April 2, 2015

Second Sprite DLight Tutorial online!

Video tutorial #2 on YouTube - Advanced normal maps!

The second Sprite DLight video tutorial is now available on YouTube.
It introduces some advanced techniques of normal map creation. 
How can the tool be used to create normal maps for tileable and partially tileable background tiles?
The tutorial also features batch processing and some clever techniques to get the most out of your game art. Enjoy the video!





Finally, I would like to encourage everybody to help me promoting Sprite DLight's Greenlight campaign on Steam.
The tool is currently #40 of 96 software titles and has a hard time to be found via the broken search system on the Steam Greenlight website. Any help is appreciated.

This is just a short summary of Sprite DLight Update #18 on Kickstarter!

Monday, January 26, 2015

Second Sprite DLight beta build released!

Sprite DLight 0.2 brings several new features! 

After a month of bug-fixing, troubleshooting and giving advice to some awesome people's first experiences with Sprite DLight, the second beta build is finally released - download links have been sent out to all backers of the project.

Sprite DLight - Instant normal maps for 2D graphics - Update #16 
one of Sprite DLight's new features: normals can now be rotated around the X- Y- and Z-axis, original sprite: "Worldmap-places" ©2010-2014 AlbertoV (DYA Games)


Some of the most important changes are:
  • Customizable background color for the Lighting preview
  • Transparency support for the Lighting preview
  • User defined settings profiles (Pro) are now available
  • The normal map combination feature (Pro) is now available
  • There is now an option to rotate the normals over the X,Y and Z axis (for things like isometric art) 
  • The alpha channel of the input sprite can now be used for the normal map
  • There is now an option adjust the range of the shape volume effect, which will be particularly useful when processing batches of sprites with the same settings
Some of the new features will be discussed in an upcoming video tutorial, which will introduce some advanced techniques of normal map generation. 

This is just a short summary of Sprite DLight Update #16 on Kickstarter!

Thursday, January 15, 2015

First Sprite DLight Tutorial online!

Video tutorial #1 on YouTube! 

As Sprite DLight's second beta build will be released within the next two weeks, it is time to start the video tutorial series.

To give a preview of the second build even before it is released, I have uploaded the first Sprite DLight Tutorial, introducing some of the basic features and ways to use the tool. 
You will probably already notice some of the changes. 





After the release of Sprite DLight 0.2, there will be a second tutorial, which will cover some advanced techniques and new features.


This is just a short summary of Sprite DLight Update #15 on Kickstarter!

Saturday, December 13, 2014

Sprite DLight Kickstarter campaign over

738% funded! 

It has been an exciting campaign, Sprite DLight's Kickstarter closed with 467 backers and 738% of the basic funding goal. All stretch goals have been smashed.

I am really happy to have that many engaged supporters, as the scope of the project has distinctly increased. 
Thank you all so much for your contributions, I know many of you helped to make Sprite DLight known to a great number of people.

This is a new screenshot of the tool, introducing the option to conveniently adjust the light angle for the re-rendering feature. 

Sprite DLight - Instant normal maps for 2D graphics - Update #13 
"Goblin-pixel", ©2014 AlbertoV (DYA Games), normal map and re-rendering preview of Sprite DLight

Friday, December 12, 2014

Final hours for Sprite DLight on Kickstarter!

Less than 4 hours left!


The final hours of Sprite DLight's Kickstarter campaign are running, it will end in less than four hours and the madness still won't stop. We are currently at 450 backers and more than 700% funded.

I have also been approached upon the subject of animated films featuring dynamic lighting with normal mapped sprites by two backers, and I think this is a great idea. 
Chris Burton of ICEBOX Studios sent me a sample character sprite for testing purposes, which I processed with the tool.
This is what he used the normal map for:


Sprite DLight's normal maps used for animated films
Rendered image by Chris Burton of ICEBOX Studios with additional modeling by David Gallagher, the used normal map was generated by Sprite DLight

Friday, December 5, 2014

Final stretch goal smashed!

300 backers and all stretch goals reached!


Shortly after the 300th backer of the project made his pledge, the final stretch goal of Sprite DLight has been reached.
I would like to thank all supporters for all the valuable feedback, active cooperation and encouraging words, and the sharing of links, pictures and messages that helped to make Sprite DLight known to so many people.

A quick summary of what the stretch goal brings:

Sprite DLight's manual artistic control feature

Wednesday, December 3, 2014

Re-rendering stretch goal reached!

3. Stretch goal reached, 450% funded! 


Good news for users of game engines that do not support shaders:

Sprite DLight's third stretch goal has recently been reached and it brings a feature which allows you to re-render sprites for different environments, based on the normal map.

Re-rendering works with the batch processing feature of the Pro version and t
he spotlight of the lighting preview can be reduced to its directional component, so all frames inside a sprite sheet can be consistently rendered with different lighting conditions.


Re-rendering of sprite sheets for different environments
"Super Aged Warriors Alpha 2 HD Turbo Special", ©2014 AlbertoV (DYA Games), re-rendered for different environments with the normal map and lighting of Sprite DLight

Friday, November 28, 2014

Happy Thanksgiving with a new feature for Sprite DLight!

Sprite sheet animation preview announced!


To express my thanks to all dlightful pro backers, I would like to announce a new feature for Sprite DLight's Pro version.
The new feature is an animation preview for sprite sheets, which allows you to see the sprites animated with dynamic lighting.

Sprite DLight Kickstarter Link Update 6
"Selen Run Animation" from the game "Timespinner", ©2014 Lunar Ray Games, normal mapped sprite sheet animation preview of Sprite DLight

This is just a short summary of Sprite DLight's Update #6. Click here for the update on Kickstarter, including a video for the new feature!

Tuesday, November 25, 2014

Stretch goal #2 reached: Mac version!

$7.000 goal recently smashed, 300% funded, 200 backers


Together with the pledges received via PayPal, the $7.000 goal was reached today.
I just bought a Mac Mini and this is what Sprite DLight's first Mac build looks like on it:


Sprite DLight Kickstarter Link Update 5
Many thanks to all who have supported the project so far in any way, and please keep spreading the word about it, particularly the Steam Greenlight campaign of Sprite DLight needs as much YES votes as it can get.

This is just a short summary of Sprite DLight's Update #5. Click here for the update on Kickstarter!

Friday, November 21, 2014

Sprite DLight stretch goals announced!

Kickstarter update #4 introduces four amazing stretch goals

Watch the video for a preview of Sprite DLight's stretch goals!



Sprite DLight Kickstarter Link Update 4

Stretch Goal #1: Lighting preview

To directly see how the generated maps turn out and how different settings effect them, Sprite DLight will get a lighting preview with adjustable ambient lights and a moving light source.

Stretch Goal #2: Mac version

Finally, the Mac version has become possible. If this is what you have been waiting for, please go ahead and help to make it a reality!

Stretch Goal #3: Re-Rendering

The lighting preview will be included in batch processing and you will be able to export your sprites after re-rendering them under different lighting conditions, based on the information from the generated normal map.
There will be a static lighting option to allow consistent lighting of multiple subjects in a sprite sheet and an option to save individual lighting settings.

Stretch Goal #4: Manual artistic control

If you are not perfectly satisfied with a generated normal map, you can export it in the form of lightmaps, which are four grayscale images, lit from the cardinal directions.
These shading images can be painted on in any image editing software in a way that feels natural.
After adjusting shadows and highlights, they can be merged back to a perfect normal map.

This is just a short summary of Sprite DLight's Update #4. Click here for the update on Kickstarter!

Thursday, November 13, 2014

Sprite DLight funded within 17 hours after launch!

Successful funding, Paypal pledges, stretch goals & more

We made it! Sprite DLight is funded!

Sprite DLight Kickstarter Link Update2
"Baseball", ©2010-2014 AlbertoV, normals generated by Sprite DLight, preview in the Sprite Lamp Shader


100% amazing

After reaching 100% funding within only 17 hours on day one, Sprite DLight has recently reached 100 backers and is now at 170% of the initial goal, which is absolutely unbelievable.
I would like to thank everyone who supported it again, I still can't believe it.

Paypal 

For those who would like to back the project, but don't have a credit card, I have set up a Paypal pledge option.
To get the tool for the Kickstarter backer price and to get in on the beta via Paypal, just follow this link:
Sprite DLight Paypal pledges
I will remove that option after the end of the Kickstarter campaign.

All pledges received via Paypal will count towards the stretch goals, which will be introduced soon.

Stretch goal planning 

With the project already overfunded, it is time to provide some stretch goals.
I am collecting your ideas and feedback on my ideas to see what is desirable and practical.
If you haven't filled out my short stretch goal survey yet, now would be a good time to do so:
Sprite DLight stretch goal survey

This is just a short summary of Sprite DLight's Update #2. More thoughts on normal map intensity, a Mac version and Unity integration can be found here.

Tuesday, November 11, 2014

Sprite DLight Kickstarter launched!

The project is live!


After some exciting and very busy final hours, the Kickstarter of Sprite DLight has been launched.
The official campaign can be found here:

Sprite DLight Kickstarter Campaign

Sprite DLight Kickstarter Link


Thanks to all developers and artists who contributed to the project, and thanks to everybody who gave me valuable feedback on it. I am looking forward to an amazing campaign and can't wait to get in touch with future users of the tool.

Friday, November 7, 2014

Sprite DLight Kickstarter Preview Page

Kickstarter draft is now open for feedback


With less than five days left until Sprite DLight's Kickstarter launch, I have decided to publish the preview link to show what can be expected from the tool and to use the chance to gather final feedback for last-minute adjustments.

I highly appreciate any kind of feedback on the page, the video, the rewards and all other aspects.
Feedback can be given directly on the Kickstarter page or in a comment to this post.
Launch time of the campaign is 4:00pm CST, next Tuesday, November 11.
After launch, the link will turn into the project link, so it will still be valid and can be bookmarked now.

Sprite DLight Kickstarter Preview Link

Sprite DLight Kickstarter Link


As Kickstarter works with an all-or-nothing model, the project only gets off the ground if the funding goal is reached within the duration of the campaign.
If you plan to back Sprite DLight, it would be amazing if you could do that within the first 48 hours after launch, because it will be a race for visibility where only campaigns with a good start stay on top.
For the best chances of success, it is important to reach as much people as possible, so I would like to ask everybody to share the project in any imaginable way.

To be kept up to date, you can follow me on Facebook and Twitter.
© 2020 2deegameart.com