![]() This is done similar to how shadows are blurred (based on distance to ground), but it’s done in a single shader step. Next I take all objects that should generate ambient occlusion shadows (not actually AO, I just didn’t know what else to call it) and render that: Then blur the shadow target based on the G channel: The R channel says where there are shadows and the G channel says how far those shadows are from their caster. Take all the objects that have a shadow shape and render their shadows to the shadow render target: I guess this is done by blending a "hit-from-right" sprite over it but it might be generated on pixel level for what I know.Ī while ago a wrote an email explaining how I did lighting in my last game, I think that system is enough to get a very similar effect as that screenshot:įirst I fetch all the objects that are in the current camera view and sort them based on their rendering order which is determined by their layer and their Y position. Other effect that make the atmosphere is blooming, particles and some effect that light up walls when they're shot. This might be the effect of some shadow calculating algorithm, like the one /u/drEckelburg linked. It's pixelated where all the point light is fuzzy. One other thing I notice is the shadow from the wall on the top. Those three combined gives of an impression that light is coming from above. The god rays that covers the golem are just white sprites that are transparent. ![]() Then there's a shadow in the middle under it. It have a pointlight on it and (probably) an alpha sprite blended additively to give the "light through some cracks" effect. The big golem thing on the picture is actually just a sprite with well done hightlighting and shadowing. The skeletons on the image you showed are not affected by the point light but blended with a color instead leaving a nice effect. So it's probably part of the sprite of another sprite following. But things that are worth noting is for once, the shadow of the sprite following the character does not disappear or move when it passes over the waterfall. Can't really find any highres screeenshots I can analyze. Return Path.GetDirectoryName(path) + Path.DirectorySeparatorChar Īwait Task.Run(() => Parallel.ForEach(Data.Hmm. UpdateProgressBar(null, "Sprites", progress++, ) ScriptMessage("Export Complete.\n\nLocation: " + texFolder) ![]() ![]() TextureWorker worker = new TextureWorker() String texFolder = GetFolder(FilePath) + "Export_Textures" + Path.DirectorySeparatorChar Make sure the window looks like this, with your beginning and ending offset entered, before you click "OK": Click the "Edit" tab, and click "Select block". It's a lot of code to select, so to speed things up HxD has a select option to automatically select the block of code you want, using the beginning and ending offsets. Highlight offest 0 to 3A6F3 and delete it using backspace. If you highlight more than one byte HxD will show the first and last offest you've selected at the bottom of the window, under a "Block" label.įirst we are going to delete the unnecessary code at the beginning of the file. By default it automatically highlights offset 0 when you first open a file, the very first byte in the file. ![]() In HxD's case, it's in the bottom left corner. Usually hex-editing programs show somewhere the offset (the "location" in the file) of the byte you've highlighted. We are going to delete the extra data this part is tricky so read carefully. Because of this extra data it's unreadable by dedicated Game Maker-ripping programs (one of which we are going to use in a bit).įor this step you're going to need a hex editor (I am using HxD ). Remember our ".data" file? That's actually a data.win file wrapped in extra lines of data. Hyper Light Drifter was made with Game Maker, and generally games made with this engine have their data stored in a "data.win" file. If you don't care about them not being organized, then you don't have to read any further if you don't want to because I'm gonna cover the harder way next. ![]()
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