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    Im still patiently waiting

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    • MurtazaM
      Murtaza Admin @SplitMindGaming
      last edited by Murtaza

      @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.

      1 Reply Last reply Reply Quote 1
      • SplitMindGamingS
        SplitMindGaming
        last edited by

        Bump bump

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        • RobinsonXR
          RobinsonX
          last edited by

          😳 Any updates? @Hamed @Murtaza

          1 Reply Last reply Reply Quote 0
          • MurtazaM
            Murtaza Admin
            last edited by Murtaza

            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 Reply Quote 1
            • RobinsonXR
              RobinsonX
              last edited by

              Can't wait for the hub!!

              haynsterPadH 1 Reply Last reply Reply Quote 0
              • haynsterPadH
                haynsterPad @RobinsonX
                last edited by

                @RobinsonX me too <:

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                • Shady91S
                  Shady91
                  last edited by

                  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 Reply Quote 1
                  • RobinsonXR
                    RobinsonX @Shady91
                    last edited by RobinsonX

                    @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! 🤷‍♂️

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                    • MurtazaM
                      Murtaza Admin @Shady91
                      last edited by

                      @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 Reply Quote 1
                      • SplitMindGamingS
                        SplitMindGaming @Murtaza
                        last edited by

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

                        MurtazaM 1 Reply Last reply Reply Quote 1
                        • MurtazaM
                          Murtaza Admin @SplitMindGaming
                          last edited by

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

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