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I noticed that the tool generates a normal map based on a layer. 

Can it be subdivided into selected areas?


Otherwise I can only separate.


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I've never considered that selection-based generation may be useful, thank you for the suggestion!  I'll make sure to include this feature in the next update :) 

For now, the only workaround would be to split your texture manually.

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NGL These tools from you look extremely promising for the future.

Hey, I have been searching for long time on how to achieve eastward like lighting in top-down rpg Pixelart. And never properly understood normal map approach. Can you please help me and show the quick way? I want to create believable lighting, so hand painted Normal map method, but want to save time. What tools or method should i follow

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 :)

I installed to test it but I don't see the option to use it in FX or script anywhere. It appears installed in preferences but I don't see how to use it anywhere

Hey, are you using the v1.3 beta version of Aseprite?

No, I'm using the stable one. Version 1.2.4.0

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Well that's probably where the issue comes from. 1.3 adds alot of features to the aseprite api and I've potentially used some of them. I will look into this asap. 

I personally never had any issues with the 1.3 beta, so if you don't rely on plugins only compatible with 1.2.4, I'd recommend you give the beta a shot :) 


Thanks for bringing this to my attention!

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Thank you for the extension! I have been enjoying it so far. However, I do have a couple of suggestions:

  1. It appears that the extension does not currently support multiple frames. When I click the "Generate" button, a normal map is only generated for the first frame. It would be nice if normal maps could be generated for all frames of an animation.
  2. It would be immensely helpful if the extension could support layer groups as a source. This way, I wouldn't have to create a separate layer with all layers combined.

Thank you again for your hard work!

Hey, thank you for your comment! Regarding your feedback:

1. This was actually already supposed to work but I somehow didn't notice it when releasing the extension. I've uploaded a fix just now

2. This is a feature I haven't even considered yet, thank you for the suggestion. I'm a little busy with other work right now but I'm going to look into this as soon as I can

If you notice any issues with the new version, please let me know :)

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Thank you for your efforts! Now everything works as it should. I will play around with it, and in a case of any issues, I will let you know.