Sprite DLight - Instant normal maps for 2D graphics

Hey everyone,

I’d like to share the project I am currently working on:
Sprite DLight is currently running a pretty successful Kickstarter campaign here: http://kck.st/11fs6g5

The basic funding goal has been smashed within 17 hours and all stretch goals are met.

Sprite DLight’s main feature is the generation of voluminous normal maps from 2D sprites in one click, which allows for quick and atmospheric dynamic lighting effects in 2D games.


http://2.bp.blogspot.com/-NEFaqDiqqSU/VIIA2on16UI/AAAAAAAABlg/TSVhPmxFtJc/s600/Sprite_DLight_Infograph.png

There is some time left to back the tool on Kickstarter and to get in on the beta, which will start shortly after the campaign.
Any kind of feedback and support is appreciated.

“Ghost Pizza”, ©2010-2014 AlbertoV (DYA Games), normal map generated by Sprite DLight, dynamic lighting preview recorded in the Sprite Lamp shader

Is this written in Java or are you just plugging another one of your kickstarters?

It’s still an interesting project regardless, but this may not have been the appropriate place to advertise it if it isn’t java-related.

Who cares… The project seems amazing… And by the looks of the UI kit used, it is Java.

@Dee
Very nice project you have there. Now all the 2D indie games will be normal mapped o-o

Thanks.

I would say that is a good thing :wink:

@HeroesGraveDev:
It is not written in Java, but it is not about the code, as the results are images.
There are several threads about dynamic lighting in this forum, some of them are listed here: http://www.java-gaming.org/topics/2d-dynamic-lighting/27012/view.html

See this thread for the discussion about dynamic lighting in libgdx, together with the skeletal animation tool Spine: http://www.java-gaming.org/topics/2d-normal-maps/31101/view.html

Some people have also been asking about the integration of Sprite DLight and box2dlights. I would like to get in touch with box2dlights experts/users to see how/if this can be done.

The fact that you’re only previous activity on the forum was plugging another one of your kickstarters, and that neither of them is java-related makes your choice to post here… questionable. :point:

(Also, those threads you linked to are asking questions about how such lighting is done with java libraries. This is just generating the normal maps, not actually rendering the lighting)

But anyway, good luck with the Kickstarter.

Thank you, HeroesGraveDev. Nice to see that you are interested in the actual implementation.
Feel free to contribute to the discussion with your personal experience regarding dynamic lighting and normal maps in java!
Do you know if box2dlights supports normal maps?

Actually, I have a few questions about this that I’d like to ask.

You’ve got plenty of examples of what the software has produced, but they are all pretty much the same style of pixel art. How would one be able to tell if the program would properly generate the normal maps for the more varied styles out there?

I’d be pretty annoyed if I paid $15 and it failed to work on my art.

If you have the spare time (which you probably do, since it’s supposed to just be one click ;)), would it be possible for you to put this animation through the program and see what results?

(You might need to remove the background first)

I would have loved to show some examples with well-known game art of classical games, but I just used the art of a few artists to avoid the risk of getting in trouble with copyright issues.
However, there are some examples for different art styles and perspectives.

Of course I can try your art with the tool! I have stated on the project page that anybody can send me some of their art to see how well Sprite DLight works for it, as long as there is no demo to play around with.

As your sprite sheet is pretty small, I used very low intensity settings for the normal map. This is what the tool produced for it:

A background is fine, as long as it consists of one single color.

It’s not perfect (sometimes the sword gets lost) but it’s damn impressive nonetheless.

I guess when you’re using that small resolution having to touch up a few pixels afterwards isn’t that bad.

Wow, glad to hear you like the result.
The sword’s colors are similar to those of the shield and parts of the body, so for the tool it is even harder to distinguish the edges than it is for the eye (a major part of the algorithm works with local color contrasts).

Just wanted to let you guys know: The tool will be available for Mac, the second stretch goal has just been reached.


http://1.bp.blogspot.com/-_SH9uLv8IA4/VHT08dDNP_I/AAAAAAAABg0/OArS1gAxCwI/s600/Sprite_DLight_Mac.png

Another update:

I have added a new feature: an animated dynamic lighting preview for sprite sheets.

“Selen Run Animation”, ©2014 Lunar Ray Games, animated dynamic lighting preview of the sprite sheet in Sprite DLight

The full update, including a video showing some animated sprite sheets, is available here:
Sprite DLight Update #6 on Kickstarter

Happy Thanksgiving :slight_smile:

A polite reminder to detractors: this is a Java Gaming forum. That means it’s about Java … and Games. This is a tool to help Java programmers make games. Peace, etc.

Cas :slight_smile:

The third stretch goal has recently been reached.
It brings a feature which allows you to re-render sprites for different environments, based on the normal map.
This is mainly targeted to users of game engines that do not support shaders, and it synergizes with the batch processing feature of the Pro version.
The spotlight can be reduced to its directional component, so all frames inside a sprite sheet can be consistently re-rendered.

“Super Aged Warriors Alpha 2 HD Turbo Special”, ©2014 AlbertoV (DYA Games), re-rendered for different environments with the normal map and lighting of Sprite DLight

There are 8 days left to jump in, the final stretch goal is also in reach, less than $500 missing for the normals-to-lightmaps-conversion option, which allows for manual adjustments to the normal map in a comfortable way.

The final stretch goal is smashed and the project has 6 more days on Kickstarter.

This is the new feature of the recently unlocked final stretch goal:

I’d also like to share a screenshot of the UI, which is currently being re-designed:


http://4.bp.blogspot.com/-CXqU7zBQkn0/VIM8h9r8NhI/AAAAAAAABnY/mg_hWP7UjQE/s700/Sprite_DLight_UI_Render.png

Just a quick note: There’s 26 hours left to grab the tool at the Kickstarter backer price and to jump in for the beta :slight_smile:

“Skull Plant”, ©2013 Kevin Chaloux, normal map and dynamic lighting preview of Sprite DLight

-Clap clap-

This is extremely impressive. Makes me want to work on a modern “retro” 2D game!

Glad to hear that, KudoDEV :slight_smile:

What kind of game?
I would so love to see a pixelated Point & Click adventure in the style of Monkey Island I/II with dynamic lighting.