Devlog 2024 | 2D Light in Pixelated Games | The Making of Moons of Darsalon | EP3

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  • Опубликовано: 15 окт 2024
  • Steam: store.steampow...
    Welcome to Chapter 3 of our devlog unity series on Moons of Darsalon!
    In this 2024 devlog game, I dive deep into the development process of Moons of Darsalon, a game I created entirely on my own. Despite some skepticism from the solo development community, I'm here to prove how a single developer can achieve incredible results.
    In this chapter, we explore the sophisticated 2D lighting system used in Moons of Darsalon. From overcoming the challenges of dynamic lighting in pixel art games to integrating realistic light sources and shadows, this video covers it all. Learn how I managed to avoid gradient issues and maintain a consistent pixel-perfect aesthetic.
    I also discuss the asset originally used for the lighting system, its current status, and the unique approach I took to implement dynamic lighting that goes beyond standard Unity techniques. Discover how my custom solutions ensure that the lighting in Moons of Darsalon is both practical and visually striking, making it a valuable resource for those interested in indie game devlog topics.
    Topics Covered:
    Introduction to Moons of Darsalon's 2D lighting system
    Handling dynamic lighting in indie games 2024 and pixel art games
    Integrating realistic light sources and shadows for indie game dev
    Avoiding gradient issues for pixel-perfect aesthetics
    The original lighting asset and its journey in devlog 1
    Custom solutions beyond standard Unity techniques discussed in devlog 0
    Don’t forget to subscribe for more updates and upcoming chapters where I’ll cover character controllers, independent animation systems, and much more in this indie game devlog series. Hit the notification bell so you won’t miss out on the next exciting episode!
    Related Links:
    Megasphere: store.steampow...
    Away to the Stars: store.steampow...
    Normal map 2d light technique: • Dynamic Lighting For P...

Комментарии • 23

  • @cool.guy.
    @cool.guy. 20 дней назад +1

    i'm making my own 2d pixel game and your videos are an amazing resource

  • @findemor
    @findemor 2 месяца назад +1

    Es muy tremendo el trabajo que has hecho. No deja de sorprenderme. Y la forma en que lo explicas es brillante! enhorabuena

  • @PynnBailey
    @PynnBailey 2 месяца назад +2

    Man you are really good at programming and art. You really have a shot of making it big!

  • @austinculp7082
    @austinculp7082 2 месяца назад +1

    Big fan of MD, I love destructible pixel games and I’m so happy to hear that you did this solo! Super inspiring! Please keep posting your logs, they are very helpful.

  • @away2thestars
    @away2thestars 2 месяца назад +1

    Hey man! Thank you for the mention. really instructive video as usual

  • @cperezgrin
    @cperezgrin 2 месяца назад +1

    Asombroso todo el trabajo que tienes detrás de este gran juego

  • @kaasronald3623
    @kaasronald3623 2 месяца назад +1

    amazing video series. I loooove the overall style of this game and I'm gonna buy it. I'm really interested in learning how you made the terrain. I can't really figure it out. Are they looping textures displayed on an actual shaped mesh or on blank sprites? Or are you stacking modular sprites of terrain? What's the workflow for creating a level this way? So many questions!!

    • @DrKuchoGames
      @DrKuchoGames  2 месяца назад +1

      Each level is a huge sprite , alpha is modified in real time

    • @kaasronald3623
      @kaasronald3623 2 месяца назад

      @@DrKuchoGames makes sense ty

  • @NowKnownMAWO
    @NowKnownMAWO 2 месяца назад

    Awesome video, you got my sub!
    Can't wait to see more :)

    • @DrKuchoGames
      @DrKuchoGames  2 месяца назад +1

      @@NowKnownMAWO every week !

    • @NowKnownMAWO
      @NowKnownMAWO 2 месяца назад +1

      @@DrKuchoGames Nice :)
      I have a small question. I am trying to achieve a CRT effect for my game using a retro post-processing asset. However, it has a few unwanted results, so I found a workaround by shifting the UV rec of a RawImage (a 2x2 image with 2 white pixels on top and 2 transparent pixels on the bottom). It works fine, but it ain't look like the effect in your videos. Could you share which tool you are using, or is it something you made yourself?

    • @DrKuchoGames
      @DrKuchoGames  2 месяца назад

      @@NowKnownMAWOcould not understand your specific problem, you talking about scanlines ?

    • @NowKnownMAWO
      @NowKnownMAWO 2 месяца назад

      @@DrKuchoGames Yes, scanlines! :)

    • @DrKuchoGames
      @DrKuchoGames  2 месяца назад +1

      @@NowKnownMAWO I used to do the scanlines with a semi transparent sprite overlying the image , if you do it right the results should be almost the same , but I decided later to do it via shader due to performance reasosns and because with the shader I can change the intensity of the scanline depending on the luma of the underlying pixels. More similar to what happens on the real crt

  • @Mistereee
    @Mistereee 2 месяца назад +1

    Great series, I wish it wasn't using the robot voice though!

    • @DrKuchoGames
      @DrKuchoGames  2 месяца назад

      @@Mistereee I wish I had the time and the English skills.

  • @ephraimteluris9744
    @ephraimteluris9744 2 месяца назад +1

    Me he pasado el juego en modo difícil con todas las estrellas en cada nivel y me entero ahora que hay un ciclo de día y noche en los niveles 🤣

    • @DrKuchoGames
      @DrKuchoGames  2 месяца назад +1

      @@ephraimteluris9744 en realidad al final se quedó solo En la title screen y en run for it

    • @ephraimteluris9744
      @ephraimteluris9744 2 месяца назад +1

      @@DrKuchoGames Eso es tan cierto como que el juego ha sido desarrollado por un equipo completo de profesionales AAA

    • @DrKuchoGames
      @DrKuchoGames  2 месяца назад

      Lul