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Hi, while I haven't played Eastward, looking at a few trailers I don't think the game uses Normal Maps. You may be able to achieve a similar look using just 2D lighting, there are plenty of tutorials for that, but one I used in the past was this tutorial by Brackeys for Unity. It essentially boils down to making the scene dark by default and only adding color where there is light, depending on the intensity and color of the light itself.

Normal Maps are not required for lighting in 2D, but if you want your textures to be affected by light based on its direction, you need normal maps. There is another Unity tutorial by Brackeys that goes into normal maps. 

If you do want to use Normal Maps, you can try out my Normal Shading extension. It adds basic lighting to Aseprite and allows you to get an idea of what your texture will look like with a normal map applied :) 

I've heard that eastward uses 3d lighting (don't know how's that possible)  and textures are affected by lights. But still they made sprites with some basic shadows and highlights. But I think I could get a good result by adding unity 2d lights on dark scene with little ambient lighting,  making lights from custom Sprite shapes and animating them and then few Effects like bloom over it. I will also try adding basic normal maps like only 5 color map for (left, right, front, top and down) direction to test if looks better. 

Thank you so much man! And cool extension BTW :)

Hey, thank you, and good luck with your project! 

I did a little more digging and found this video. It seems like they built the whole game as a 3d environment and placed everything precisely to make it look just right when looked at from the front through an orthographic camera :o

WTF! How did I miss that video. That few seconds of camera tilt explains everything. You just cleared my confusion of over a year. So, this means that their environment is using z axis but characters are only moving in x and y. Must look weird in viewport :)