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(+1)

Congrats on the release, looks great!

So in my 2d side scrolling game game I have lots of layers  grouped into foreground, middle ground and background, each has their own lighting system and is not affected by previous group. IE backgroun should not be lit by lights on middle ground. Right now I am drawing middle and foreground on different surfaces, not a fan. Would you suggest your engine for my game?

(1 edit)

Yes! It is entirely possible to use Crystal for your game. You can illuminate the layer using a Direct Light and a different litType. Thanks ^^

(1 edit)

Thanks! I have actually looked around since I posted and I see I can accomplish it per layer via LIT_EQUAL. But I have 20 different background layers, 30+ middle ground layers, 10 + foreground layers. I don't think I can do the lighting on a range of layers, ie light  layers from depth 100 to 2000, and another light to light layers from 2000 to 3000 for example?

(2 edits)

You have some options:

  • Having a Crystal_Renderer for each surface (which is not ideal);
  • Add a Direct Light to each layer you want to illuminate;
  • Use a Crystal_MaterialLayer, which allows you to render the layers in range in some pass, at different depths.
(+1)

Ah I see, thank you!