Note: This asset is no longer being supported or updated.
This is a normal map lighting engine using deferred rendering, made and designed for GameMaker Studio 2.
Features:
What does this do for you?
Normal map lighting makes your flat 2d world pop out and look 3d. Specular highlights give sprites shininess like metallic armor or glass. Ambient occlusion gives sprites realistic shadows that disappear in light.
How do you use it?
Manual covering all the functions in detail.
\\\create event lighting controller object
if(view_enabled){
lighting_init(camera_get_view_width(view_camera[0]),camera_get_view_width(view_camera[0]),true,true,false,false);
} else {
lighting_init(room_width,room_height,true,true,false,false);
}
\\\draw end event lighting controller object
lighting_draw_all();
\\\create event player
lighting_instance_create();
lighting_instance_normals(sprPlayerNormals);
lighting_instance_specular(sprPlayerSpecular);
lighting_instance_ao(sprPlayerOcclusion);
\\\draw event player
draw_self();
lighting_instance_add();
\\\create event light
lighting_light_create();
lighting_light_pointLight();
lighting_light_radius(64);
\\\draw event light
lighting_light_add();
It's as easy as that!
For spine support, I created a tool (download) to generate the required code and materials. Takes the spine atlas image, atlas file, and json file and exports the creation code for the object and a map. Spine lighting has never been easier to add!
If you have any questions, concerns, or requests, post to the forums.
End User Licence Agreement (EULA).