Lots of tweaking in the rendering pipeline this week. Increased render size to 640x360 and put animations on a global timer to reduce pixelation artifacts. Added halos to lights and increased the influence of light color on the final outcome.
#screenshotsaturday #gamedev #indiedev #pixelart
@dragbone Looks really cool. I noticed, that the colors seem to have a "z-index" kind of. What I mean is, that for example green on the ground is always lowest, always hidden, then it crosses other colors. Colors completely replace others. I guess I expected them to mix additively.
@zelphirkaltstahl Thank you! You are partially right, it only shows the color of the strongest light instead of mixing lights together. But there is a reason for it: mixing light introduces very smooth lighting (see attached video) which I don't like for my pixel aesthetic (which tries to minimize the amount of shades of colors on screen).
Maybe some day I'll find a better solution to combine both aspects
@dragbone Not completely familiar with the correct terms, but I have 2 ideas:
(1) Have a steeper gradient, so that the centers of the light are more pronounced and the edges less. In that case the colors are less likely to completely blend.
(2) Instead of "adding" the colors, use some (Floyd-Steinberg?) dithering (?) You know, like gradients in PNG when you reduce color count, and pixels of one color interleave with pixels of the other color. That would give it a more "pixelated" look.
@zelphirkaltstahl
I have been tinkering the last few days but haven't found any option that uses additive lighting but also looks nice in various circumstances.
BUT looking into lighting and colors has unveiled that the framework I am using pre-multiplies some (but not all?!) light colors & intensities. Fixing that has improved the overall look of the game in my opinion so I'll call this a win