Hey, I just found this blog and I really like Sorcerobe, it is REALLY GOOD. I know a bit of gamemaker, and other engines, but I just don't understand how you make it. Those "2D-3D" graphics, the animation, the lighting and how you apply physics just blow my mind. I never made a "complex" tile system, so here is the question: How do you handle the tiles, and the lighting on them?
thanks for the interest! I’m kind of proud of the system I’ve come up with for this, haha.
basically you start with the tile. 3 tone, greyscale
it’s greyscale so that you can set the color to whatever you like, and have the color be dynamically effected by the player’s lighting and such. next, we add shadow variations.
these tile shadows are baked into the sprites themselves, and the appropriate shadow sprite is chosen during shadow generation so there’s no ingame performance cost at all to use these. the third thing to consider is light intensity variations, which are represented here:
and then all we have to do is fill in everything in between!
it’s a very well defined pattern so this takes less time than you might imagine, actually. probably about 10 minutes or so to get a single tile ready. This still kind of sucks though, so I’m working on a program to help generate these sheets automatically for me which should save a ton of time in the end.
and with all that I think the finished result looks pretty impressive, considering it’s just sprite swapping and HSB shifting!
there’s a few limitations, like being restricted to monochrome. But I think the benefits make it worthwhile in the end