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![]() tetsuya_shino
Registered 12/08/2004
Points 491
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25th March, 2011 at 11:45:39 -
Greetings. Which of the following is the best way to go about making night levels in a platform game?
1) Create a black, full screen, semitransparent layer over a normal daytime level (non-scrolling).
2) Recolor all the background tiles darker, while the characters remain unchanged.
3) Recolor the background and characters darker.
Thanks in advance for any replies.
n/a
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![]() Ski TDC is my stress ball
Registered 13/03/2005
Points 10130
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25th March, 2011 at 13:16:48 -
If you're using HWA you could play around applying shaders to layers. I think there are some nice colour masking shaders out there.
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![](http://i.imgur.com/8ldsJ.jpg) GamesterXIII
Registered 04/12/2008
Points 1110
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25th March, 2011 at 13:22:36 -
There is no truly "correct" way as far as I'm aware. What Adam said sounds like the most efficient method.
I don't use extensions, but the alpha channel object or overlay object might be able to do this?
I usually fade into a semi-transparent solid black square with follow the frame unticked. You could also make a black square bigger than the screen, make a white blob in the middle, set the object to subtractive blending, and center it on the player. Its best to use a soft brush in photoshop and just blob a big white circle in the middle of it as soft brushes fade perfectly so your light looks smooth.
Edited by GamesterXIII
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![]() tetsuya_shino
Registered 12/08/2004
Points 491
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26th March, 2011 at 11:02:07 -
Thanks for the replies. I think I know which one I am going to go with now.
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