{"author_link":"\/users\/manabreak","author_name":"manabreak","author_uid":"manabreak","comments":[],"epoch":1776784021,"event":"LD59","format":"md","ldjam_node_id":431365,"likes":7,"metadata":{"p_key":"96355","p_author":"manabreak","p_authorkey":"1000660","p_urlkey":"311996","p_title":"The lighting effect in \"Misplaced\"","p_cat":"LDJam ","p_event":"LD59","p_time":"1776784021","p_likes":"7","p_comments":"0","p_status":"WAYBACK","us_key":"1000660","us_name":"manabreak","us_username":"manabreak","event_start":"1776470400","event_key":"113","event_name":"Ludum Dare 59"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD59","removed_author":false},"_superparent":424249,"_trust":1,"author":660,"body":"A player was wondering how the lighting effect was done in my game, so I thought to share a bit. :smiley: \n\nThe lighting effect is actually fairly simple: There's two viewports, one for the \"full lighting\" view (viewport A), and one for lights (viewport B). Each light is just a sprite that gets drawn onto the viewport B and a simple shader is used to combine the two (basically just multiplying A with B).\n\nNow, what makes it a bit more juicy is the sprite shapes and animations. There are two kinds of sprites drawn onto the viewport B: one is a simple 64x64 fade with some grain to it:\n\n![sprite1.png](\/\/\/raw\/492\/z\/72010.png)\n\nAnd another sprite is a donut-shaped fade (and a lot larger):\n\n![wave.png](\/\/\/raw\/492\/z\/72011.png)\n\nBoth sprites are placed whenever the player takes a step or lands a jump, but their animations are different. Both of these are scaled up from zero and faded out along their lifetime. Here's a quick video demonstrating how it looks behind the scenes:\n\nhttps:\/\/www.youtube.com\/watch?v=4d---ciIwsg","comments":3,"comments-timestamp":"2026-04-22T16:47:30Z","created":"2026-04-21T14:50:26Z","files":[],"files-timestamp":0,"id":431365,"love":7,"love-timestamp":"2026-04-22T16:53:27Z","meta":[],"modified":"2026-04-22T16:53:27Z","name":"The lighting effect in \"Misplaced\"","node-timestamp":"2026-04-21T15:12:27Z","parent":426610,"parents":[1,5,9,424249,426610],"path":"\/events\/ludum-dare\/59\/misplaced\/the-lighting-effect-in-misplaced","published":"2026-04-21T15:07:01Z","scope":"public","slug":"the-lighting-effect-in-misplaced","subsubtype":"","subtype":"","type":"post","version":1367613},"node_metadata":{"n_key":"431365","n_urlkey":"311996","n_parent":"426610","n_path":"\/events\/ludum-dare\/59\/misplaced\/the-lighting-effect-in-misplaced","n_slug":"the-lighting-effect-in-misplaced","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"660","n_created":"1776783026","n_modified":"1776876807","n_version":"1367613","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/59\/misplaced\/the-lighting-effect-in-misplaced","text":"A player was wondering how the lighting effect was done in my game, so I thought to share a bit. :smiley: \n\nThe lighting effect is actually fairly simple: There's two viewports, one for the \"full lighting\" view (viewport A), and one for lights (viewport B). Each light is just a sprite that gets drawn onto the viewport B and a simple shader is used to combine the two (basically just multiplying A with B).\n\nNow, what makes it a bit more juicy is the sprite shapes and animations. There are two kinds of sprites drawn onto the viewport B: one is a simple 64x64 fade with some grain to it:\n\n![sprite1.png](\/\/\/raw\/492\/z\/72010.png)\n\nAnd another sprite is a donut-shaped fade (and a lot larger):\n\n![wave.png](\/\/\/raw\/492\/z\/72011.png)\n\nBoth sprites are placed whenever the player takes a step or lands a jump, but their animations are different. Both of these are scaled up from zero and faded out along their lifetime. Here's a quick video demonstrating how it looks behind the scenes:\n\nhttps:\/\/www.youtube.com\/watch?v=4d---ciIwsg","title":"The lighting effect in \"Misplaced\"","wayback_source":[]}