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Faking torchlight

Started by January 28, 2008 07:09 PM
1 comment, last by jzfredricks 16 years, 11 months ago
Hi, just wondering if anyone has any experience/tips with 'faking' torchlight in a 2D tile-based RPG game? My thoughts was to have a layer above my map that consists of an image with varying opacity - circling out from the middle (ie the character). The further out, the less opaque it gets. to make it more realistic, i'd then animate it a bit, to fake 'flickering'.
Sounds like a good approach to me. Personally, I'd probably handle the flickering with some code, for more random flickering with less art overhead, but a good animation should be able to do the job just fine, too.
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i've scrapped this idea, as some areas have their own lighting! forgot that! doh

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