GonerBits
Member
In my game, I'd like to have an effect where there's a forest and there are gaps in the canopy that lets light fall through the leaves. It would help immensely if I could just create a tile layer that uses the "add" blend mode to light up the floor.
Here is an example using a tileset that I made to manually create light spots. (as in, the shadows are part of the tiles themselves) This takes forever to put together, and wouldn't be very feasible for an entire area of a game.
Using a tileset with light colors and low opacity is much quicker, but it ends up washing the outline colors out (see below):
Meanwhile, manually drawing an overlaid sprite with the "add" blend mode (see below) produces more vibrant colors, but it would require making an overlay map for every room (which is also not very plausible).
I've been looking around, and I haven't been able to find much of anything regarding this issue... if there's a way to draw a tile layer in a different blend mode, that would be a life-saver. If not, then is there another way I can achieve the desired effect?
Thanks so much.
Here is an example using a tileset that I made to manually create light spots. (as in, the shadows are part of the tiles themselves) This takes forever to put together, and wouldn't be very feasible for an entire area of a game.
Using a tileset with light colors and low opacity is much quicker, but it ends up washing the outline colors out (see below):
Meanwhile, manually drawing an overlaid sprite with the "add" blend mode (see below) produces more vibrant colors, but it would require making an overlay map for every room (which is also not very plausible).
I've been looking around, and I haven't been able to find much of anything regarding this issue... if there's a way to draw a tile layer in a different blend mode, that would be a life-saver. If not, then is there another way I can achieve the desired effect?
Thanks so much.