Skip to main content

Timeline for Lighting in 2d isometric games

Current License: CC BY-SA 3.0

9 events
when toggle format what by license comment
Mar 19, 2018 at 17:03 vote accept Dan Prince
Mar 19, 2018 at 14:00 comment added Kroltan Yeah it seems Canvas does not have a way to draw a tinted sprite. It seems pre-drawing offscreen is the only way. WebGL certainly can do that, using shaders, but writing the renderer would rather more involving.
Mar 19, 2018 at 8:30 comment added Dan Prince I can't think of any other way to get the colour into the rendered scene without it affecting the surrounding sprites though.
Mar 19, 2018 at 0:53 comment added Kroltan @DanPrince Not sure about HTML canvas, but I don't think you need to mask the sprite's tint.
Mar 19, 2018 at 0:53 comment added Dan Prince i.imgur.com/wveiYbv.png I think it's there. Now I've just got to deal with the 10x performance hit. Currently drawing the light value to a separate canvas, then using that as a mask for the sprite, before drawing the masked colour onto the canvas and blending the sprite onto that. Any ideas for making that simpler?
Mar 19, 2018 at 0:39 comment added Dan Prince Yeah, there are three rows of semitransparent tiles along the north side of the map.
Mar 19, 2018 at 0:30 comment added Kroltan @DanPrince Yep! that's the concept. You still have some things to sort out on the northeastmost part of the map. Unless those are semitransparent tiles, in which case it's fine.
Mar 19, 2018 at 0:29 comment added Dan Prince Getting very close i.imgur.com/Xc6hu76.png
Mar 18, 2018 at 20:03 history answered Kroltan CC BY-SA 3.0