Move the cursor around the center of the screen to move the shading offset. Use the arrow keys to rotate the sprite and change its costume. This project was inspired by the color combiner used on character sprites in Paper Mario on N64. https://www.youtube.com/shorts/K3OrK0nvWCg Every frame, the sprite is turned into a silhouette and stamped onto a blank canvas. The color scanner then stores its transparency into a list, which is used to render the lighting. While it would be possible to format the costumes as vectors and store anti-aliased transparency, the current method is already too slow to be used in a project. The only thing I can think of to improve performance would be to recreate the way Scratch rasterizes sprites within the project itself, so the game can simply manipulate pre-rendered alpha channels instead of building them every frame. This project also uses some old Griffpatch code to measure the sprite every frame. https://scratch.mit.edu/projects/110878444/