The screenshots above explain the results of my new light rendering on the engine.
Comet Catcher runs on the FGidy 2D engine by BlackCheetah which uses OpenTK (OpenGL and OpenAL) to display visuals, and sound.
This November, I have been working on making different enemies and powerups, and so I've added 4 additions to the gameplay.
Babies:
EvilBabies:
Asteroids:
Falling Stars:
What are the comets anyway?
I've been watching Beat Hazard videos, and liked the way the effects play with music, and so for fun, I've made explosions dance to music being played in game. Its not a straight rip off of Beat Hazard but I'm a music person and I do like rhythm.
In real settings, motion blur is not as huge as what it is in games, and so we don't notice it when playing games but when we play games, we do get motion blur even when none is implemented but this is natural blur of fast moving objects to the eye, and because we are actually sitting still, this blur is pretty small because only objects on a screen is moving while my desk is? Broken. I've used motion blur techniques unto Comet Catcher to further make my own game unique. Though it is 2D, I would to make sure my visuals are far beyond that of Geometry Wars, or PacMan...
Many 2D games do have their own lighting and everything is basically unlit. I've realised 2D games can look wonderful with light and so I've added a light rendering to the Engine. You can see before and after pictures in my images section from first to last, it immediately turns from "ooo colors in 2D!" to "oo dark and mysterious! 2D!"