The way I had implemented lighting was taxing on even a fast PC.
It was basically a large lighting texture, scaled hundreds of times higher - way off in the distance, to simulate a sun.
The problem with this is it is inefficient, and as soon as any other lighting texture came into the mix - things ground to a halt.
Instead I went with a more typical approach for 2d games, which is to modulate the entire viewport based on the intended lighting effect.
- [ADD] torch spritesheets for Okada
- [ADD] torch you can pick up / drop with a / b (space/q on keyboard)
- [FIX] global lighting in place of global canvasmodulation, improving performance by about 15x, sacrificing shadows, and making entering caves require canvasmodulation override