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hyperPad

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  3. Im still patiently waiting

Im still patiently waiting

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  • SplitMindGamingS SplitMindGaming

    Im still patiently waiting for native lighting to come to hyperpad. Hopefully soon.

    SplitMindGamingS Offline
    SplitMindGamingS Offline
    SplitMindGaming
    wrote on last edited by
    #2

    Just wanted to bump this post because I’m getting ready to dive back in full time on creating my game with hyperpad. Just wanted to see the status of native lightning or any other new features. It’s almost 2022. I think it’s time for lighting =)

    Jonathan2000J 1 Reply Last reply
    1
    • SplitMindGamingS SplitMindGaming

      Just wanted to bump this post because I’m getting ready to dive back in full time on creating my game with hyperpad. Just wanted to see the status of native lightning or any other new features. It’s almost 2022. I think it’s time for lighting =)

      Jonathan2000J Offline
      Jonathan2000J Offline
      Jonathan2000
      wrote on last edited by
      #3

      @SplitMindGaming Hi! While there is no native lighting on hyperPad as of yet (soon though) you can still add your own dynamic lighting! Check out this tutorial on our YouTube Channel:

      . Hope this helps.

      SplitMindGamingS 1 Reply Last reply
      1
      • Jonathan2000J Jonathan2000

        @SplitMindGaming Hi! While there is no native lighting on hyperPad as of yet (soon though) you can still add your own dynamic lighting! Check out this tutorial on our YouTube Channel:

        . Hope this helps.

        SplitMindGamingS Offline
        SplitMindGamingS Offline
        SplitMindGaming
        wrote on last edited by
        #4

        @Jonathan2000 yeah its a clever workaround but its just not the same. It doesnt cast any shadows and looks very generic compared to what a real lighting can do. I only revived this post because I think its going on to be about 3 years now in the working for native lighting. I think its a fair feature to be asking for giving the length of time that had passed. Would be nice if we can get an exact timeframe and eta on when to expect this feature other then the word soon.

        MurtazaM 1 Reply Last reply
        1
        • SplitMindGamingS SplitMindGaming

          @Jonathan2000 yeah its a clever workaround but its just not the same. It doesnt cast any shadows and looks very generic compared to what a real lighting can do. I only revived this post because I think its going on to be about 3 years now in the working for native lighting. I think its a fair feature to be asking for giving the length of time that had passed. Would be nice if we can get an exact timeframe and eta on when to expect this feature other then the word soon.

          MurtazaM Offline
          MurtazaM Offline
          Murtaza
          Admin
          wrote on last edited by Murtaza
          #5

          @SplitMindGaming
          Unfortunately I can't give an exact time.

          And believe me I'm upset about it taking so long as well. We've actually had the majority of the lighting feature completed, but due to some changes behind the scene it basically needs to be updated before it even releases.

          I know you're frustrated. And so am I. We've spent hundreds of thousands of dollars in wages to pay for this feature only to have the majority of the work scrapped.

          There are 2 major features that are in limbo. One is the new hub, and the other is lighting. What will most likely happen is the hub will be completed before the lighting. I'm hoping these will be something for 2022.

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          • SplitMindGamingS Offline
            SplitMindGamingS Offline
            SplitMindGaming
            wrote on last edited by
            #6

            Bump bump

            1 Reply Last reply
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            • RobinsonXR Offline
              RobinsonXR Offline
              RobinsonX
              wrote on last edited by
              #7

              😳 Any updates? @Hamed @Murtaza

              1 Reply Last reply
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              • MurtazaM Offline
                MurtazaM Offline
                Murtaza
                Admin
                wrote on last edited by Murtaza
                #8

                No updates yet. Sorry.
                Hub changes are coming close though, so thats 1 thing coming to completion before we focus back on lighting!

                1 Reply Last reply
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                • RobinsonXR Offline
                  RobinsonXR Offline
                  RobinsonX
                  wrote on last edited by
                  #9

                  Can't wait for the hub!!

                  haynsterPadH 1 Reply Last reply
                  0
                  • RobinsonXR RobinsonX

                    Can't wait for the hub!!

                    haynsterPadH Offline
                    haynsterPadH Offline
                    haynsterPad
                    wrote on last edited by
                    #10

                    @RobinsonX me too <:

                    1 Reply Last reply
                    0
                    • Shady91S Offline
                      Shady91S Offline
                      Shady91
                      wrote on last edited by
                      #11

                      Lighting sounds really interesting but, I'm wondering how casting shadows would work in a 2D environment.
                      eg. in a side view project, if I point a directional light source at the right side of a character sprite, on which plane would the shadow be cast?
                      I can imagine lighting the sprite itself by providing an additional normal map or bump map. That's basically faking depth.
                      Like I don't think there's such a thing as "real lighting" especially in 2D.
                      I think they're all just tricks to make things look good while keeping a good performance. I don't think there can be physically accurate lighting in 2D, can there?

                      RobinsonXR MurtazaM 2 Replies Last reply
                      1
                      • Shady91S Shady91

                        Lighting sounds really interesting but, I'm wondering how casting shadows would work in a 2D environment.
                        eg. in a side view project, if I point a directional light source at the right side of a character sprite, on which plane would the shadow be cast?
                        I can imagine lighting the sprite itself by providing an additional normal map or bump map. That's basically faking depth.
                        Like I don't think there's such a thing as "real lighting" especially in 2D.
                        I think they're all just tricks to make things look good while keeping a good performance. I don't think there can be physically accurate lighting in 2D, can there?

                        RobinsonXR Offline
                        RobinsonXR Offline
                        RobinsonX
                        wrote on last edited by RobinsonX
                        #12

                        @Shady91 And you'd be right - the 3D lighting we have in many video games is also not very realistic to preserve performance.

                        We could have casted shadows like how it's done in Among Us and we can use gradients to make spots closer to the light source brighter (which is what hyperPad is currently doing). But I don't think the lighting we will have will able to use normal maps - I don't really know though! 🤷‍♂️

                        1 Reply Last reply
                        0
                        • Shady91S Shady91

                          Lighting sounds really interesting but, I'm wondering how casting shadows would work in a 2D environment.
                          eg. in a side view project, if I point a directional light source at the right side of a character sprite, on which plane would the shadow be cast?
                          I can imagine lighting the sprite itself by providing an additional normal map or bump map. That's basically faking depth.
                          Like I don't think there's such a thing as "real lighting" especially in 2D.
                          I think they're all just tricks to make things look good while keeping a good performance. I don't think there can be physically accurate lighting in 2D, can there?

                          MurtazaM Offline
                          MurtazaM Offline
                          Murtaza
                          Admin
                          wrote on last edited by
                          #13

                          @Shady91 said in Im still patiently waiting:

                          Lighting sounds really interesting but, I'm wondering how casting shadows would work in a 2D environment.
                          eg. in a side view project, if I point a directional light source at the right side of a character sprite, on which plane would the shadow be cast?
                          I can imagine lighting the sprite itself by providing an additional normal map or bump map. That's basically faking depth.
                          Like I don't think there's such a thing as "real lighting" especially in 2D.
                          I think they're all just tricks to make things look good while keeping a good performance. I don't think there can be physically accurate lighting in 2D, can there?

                          Pretty much. A lot of it is "faked" to create atmosphere.
                          Generating normal maps was something we were planning for version 2 of the lighting system.

                          SplitMindGamingS 1 Reply Last reply
                          1
                          • MurtazaM Murtaza

                            @Shady91 said in Im still patiently waiting:

                            Lighting sounds really interesting but, I'm wondering how casting shadows would work in a 2D environment.
                            eg. in a side view project, if I point a directional light source at the right side of a character sprite, on which plane would the shadow be cast?
                            I can imagine lighting the sprite itself by providing an additional normal map or bump map. That's basically faking depth.
                            Like I don't think there's such a thing as "real lighting" especially in 2D.
                            I think they're all just tricks to make things look good while keeping a good performance. I don't think there can be physically accurate lighting in 2D, can there?

                            Pretty much. A lot of it is "faked" to create atmosphere.
                            Generating normal maps was something we were planning for version 2 of the lighting system.

                            SplitMindGamingS Offline
                            SplitMindGamingS Offline
                            SplitMindGaming
                            wrote on last edited by
                            #14

                            @Murtaza normal maps would be perfect especially with tools like sprite lamp. Would definitely make lighting characters much easier.

                            MurtazaM 1 Reply Last reply
                            1
                            • SplitMindGamingS SplitMindGaming

                              @Murtaza normal maps would be perfect especially with tools like sprite lamp. Would definitely make lighting characters much easier.

                              MurtazaM Offline
                              MurtazaM Offline
                              Murtaza
                              Admin
                              wrote on last edited by
                              #15

                              @SplitMindGaming yes I agree, sprite lamp support is what we'd like to add.

                              1 Reply Last reply
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