I'm thinking about making a character entirely out of Polygon2D nodes without textures. One thing I haven't figured out how to do is make each polygon cast a "permanent" shadow on top of the ones that are Z levels below it.
Below is an image of what I want to do, but using shaders/lights. I've only managed to do this by making extra polygons to fill in as the shadows.
How exactly do I have to set up a light source to achieve this effect? Using a DirectionalLight2D or a PointLight2D just brightens the polygons and I can't figure how to use a LightOccluder2D, or even if this is the correct way to get this result
(The polygons are green due to the DirectionalLight being green) - The occlusion simply applies the shadow on anything that is Z levels below it.
As a dev who does the client talking, sometimes it's really hard to avoid calling the client stupid. One time, while trying to confirm some stuff for a system, the following exchange happened:
There was also a different client that asked for a number of changes to a system, we did them, then, once he was supposed to test them give the final Ok, he came with "oh, we won't use that flow anymore, everything changed" - My boss chewed him hard and left his request at the lowest priority.