I've always liked block colours for the 'insides' as it were. The way I see it is that area is completely out of bounds and impassable, rather than it being a sliced cross-section of the area.
Originally Posted by Pixelthief I've actually always wondered about the whole "Fully Tiled Backdrops" vs "Tiled Outlines with Black Insides" like you use. I've never really figured out which is better. Like with yours, a huge chunk of onscreen is taken up by black 'invisible' areas, inside the walls, whereas other games have that area filled with pointless tiles, with can cause extreme redundancy and makes dark environments more difficult.
Does your lighting engine account for passing through walls, or is it just circles over them?
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The light is a circle around, largely because it would be difficult to make custom lighting for every light I make, and also because for a platformer, you need to see the platforms themselves. If it didn't pass into walls, the walls would be black.
Well its possible to create lighting engines that only light *up to* a wall, like an exact 32 pixel depth into each wall, or such. Its actually particularly easy and viable on tilebased programs, but pretty resource consuming elsewise. Although I'm not sure how much I like the results.
But the problem with the circle-based method is that it looks crappy if your walls don't have blackspace outside of them, its why i was curious
Originally Posted by Pixelthief Well its possible to create lighting engines that only light *up to* a wall, like an exact 32 pixel depth into each wall, or such. Its actually particularly easy and viable on tilebased programs, but pretty resource consuming elsewise. Although I'm not sure how much I like the results.
But the problem with the circle-based method is that it looks crappy if your walls don't have blackspace outside of them, its why i was curious
Heh, well if ArcaneTale is anything right now, a resource hog is something I'm dancing pretty closely too. I'm definantly adding options to assure performance for everyone who plays, and HWA definantly picks up at least 2/3 of the slack, but I need to be careful. However I will defiantly take into consideration what you're saying. In fact, I might be able to work on custom light objects for area's in which circle lights might look bad. As far as general light placement though, circle lighting generally has no issue because most lights are out on flat ground. I may be misunderstanding what you're saying though, does it sound like a fix for what you're suggesting?