Sidescroller Lighting

20101015_Sidescroller_Lighting.png

Note: Posted 2017. Article date is original screenshot date.

Lighting in the 2D Lily engine. It was achieved using the fixed function pipeline, and used some glCopyTexImage2D abuse to achieve a very primitive form of light buffering.

In this screenshot it's shown using a subtractive system instead of multiplying the light values with the pixel color values. The result had colors that looked much less washed out, but was more sensitive to dark areas.

The fade in/fade out effects used in the game took advantage of these systems and would do a straight addition or subtraction of light value, clamped to pure white or black. This resulted in fades where some colors would reach pure black or white before others. It gave it a retro look, mimicking older games that would do fades by just adding a linear value to each palette entry.

Posted: 2010-10-15


Lily Editor

20101015_Lily_Editor.png

Note: Posted 2017. Article date is original screenshot date.

The 2D Lily engine was a fully functional, generic 2D game engine complete with a built-in level editor and Lua scripting.

Posted: 2010-10-15


Lily Special Attack

20100918_Lily_Special_Attack.png

Note: Posted 2017. Article date is original artwork date.

Single frame from a more complicated special attack animation from the 2D Lily game.

Posted: 2010-09-18


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