I see my name mentioned so here I am to report things I've tried
I gave up on the lighting sample after I failed with
a) alpha map lighting
b) quick direct OpenGL lighting
with a) alpha map lighting the main problem was that I couldn't find proper way to blend the light images into one big light image. The idea was to start with all black, and for each light source take a light image where fully lit area is alpha = 0, full transparent, and render alpha channel to final light image, then the final light image would be rendered to the game as black image with translucent holes where the light is. Problem was I couldn't make a OpenGL blend mode where it would properly render light images, as I needed a blend mode that from source and destination alpha would render the lower one.. and that doesn't exist or I couldn't figure it out. Also as Kev said, it would be a pain to do shadows like this.
with b) OpenGL lighting directly, I've read couple of tutorials and enabled lighting but I couldn't make light that I added to work, not even change global light to fully illuminate everything although I did the needed code. This looks promising but I decided it would take too much time (a month?) to learn it all and provide a decent lighting system, so I postponed it for now and continue working on other parts of my game as they provide more "gameplay value" right now.
If I gave the idea that I'm working on a lighting system right now, sorry, I'm not, but if I ever have something new, I'll post here.
kevglass wrote:
Vertex colours could do that. You don't need any blending mode. You will need a custom renderer for TileD (or just modify the the renderer Slick has).
....
Excellent guide Kev!
Just on a side-note I want to add that this will work for tiled games, but what I'm trying to do is make lighting for non tiled games. So extension 5) got my attention...
kevglass wrote:
5) Accuracy. Don't use the tile map to do the light, superimpose a tilemap over the top and render semi transparent tiles over the top of the scene to darken areas. Same method, just no tile images. The nice thing about this is you can change the resolution of the light based tilemap to make the effect look better.
I don't quite understand this. Could you explain / rephrase this? It sounds like you first say don't use tilemap for lighting, then later to use it, just no images.
kevglass wrote:
I'll try and knock up a demo soon unless Kova would rather I didn't - can see how hard you're working on this mate

I must admit I don't get this either... must be irony as any code provided is good... so yeah, do the demo please, it will surely help a lot of people.