That sounds very interesting!
Hmm...well, actually, what I was going to do was something very similar, but
use a sort of central light source. for example, if its daytime outside, the
buffer that darkens everything would be set to normal, and the higher the main light level, the less visible any lights are. If there was a lamp post, it would barely generate any visible light at all or maybe none depending on how bright it is outside. Indoors, the more lights turn on, the more the indoor 'main' light source goes up and the more the lights become less visible. each light would cause a sort of flooding effect, spreading into the room. I thought I'd work on such calculations and see what kind of effects I can get. ^^
That Multiply blender could be of real use for such when you need things to get darker.
For some odd reason, using more than one Canvas always renders garbage to the screen for me. Do I set Canvas to a buffer bitmap, do my blitting and then refresh that one? am I doing it wrong?
Do I really need to use a Buffer? So far, my engine has just done all it's drawing
to the main canvas, and theres no performance problems no matter what I try and throw at it. And I literally had FMV playing as background, a pretty realistic thunderstorm going on in front of that, the tiles, character, regular game gfx, lights etc and it runs smoothly on a GeForce 4 64MB and up. (I tried GF3 up to a GF7800 and RadeonX1600, the GF3 only had any problems on a lower end cpu if an FMV was playing at the same time as main gameplay)
I just love hardware acceleration.....Push those video cards for all they're worth!