Yakoob on 12/2/2016 at 01:50
@Pyrian - Oh snap! Is this new art style too :D ?
Pyrian on 13/2/2016 at 16:54
Quote Posted by Yakoob
Is this new art style too :D ?
Nope, pretty much the same ol' tiles just with a lighting effect. It's been received so well I'm looking into doing something similar with the daytime scenes; like clouds passing overhead, perhaps.
Yakoob on 13/2/2016 at 21:22
How you handling the lighting from unity side of things? Is it literally just point lights or you coloring each tile based on your own calculation?
Pyrian on 13/2/2016 at 22:47
I'm coloring the tiles. I was already coloring the tiles to distinguish fog of war (and movement areas). When I added lighting to the fog of war, since I calculate each light from the inside out (with some heavily optimized code), it was trivial to add a little bit of shade as it spreads.
Pyrian on 14/2/2016 at 00:52
Since the lighting seems to be popular, I took a go at putting it in daytime scenes. Here's a video of a cloud passing overhead. ...I feel the movement is a bit too choppy, honestly.
[video=youtube;llvT9Odq5aA]https://www.youtube.com/watch?v=llvT9Odq5aA[/video]
Pyrian on 15/2/2016 at 19:58
Quote Posted by Yakoob
That's hella cool.
Thank you! :D
Quote Posted by Yakoob
But yea it is choppy, like every few seconds the cloud jumps a little?
Yeah. The clouds move by discrete hexes, and then there's the hex color animation to smooth between. But the animation is used by fog of war and lighting, and is on a fixed schedule, so unless the wind speed happens to match that schedule, it "chops".
So I think I'm going to have to make a new animation just for the cloud shadows, but since it use the same output (the color of the hex sprites), they're also going to have to be integrated some how. For instance, when the fog of war lifts, it needs to drop down smoothly right onto the current animation color of the passing cloud. More effort than I really wanted to put into this feature...
Quote Posted by Yakoob
Flappy Karaski!
Lol. Man, Flappy Bird is so disproportionately influential! I can't seem to beat about 50 (which is really 5) before I have to drop faster than the game allows. Seriously, though, the colliders are way larger than the sprites, it's annoying! ;)