Jump to content
  • Advertisement

FES - Fantasy console inspired retro framework for Unity

Recommended Posts

Hello all,

I've been hard at work on a new retro pixel-perfect framework called FES Retro Game Framework. It is now available on the Unity Asset Store for your kind consideration!

FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!

So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.

Some FES features:

  • Pixel perfect rendering
  • RGB and Indexed color mode, with palette swapping support
  • Primitive shape rendering, lines, rectangles, ellipses, pixels
  • Multi-layered tilemaps with TMX file support
  • Offscreen rendering
  • Text rendering, with text alignment, overflow settings, and custom pixel font support
  • Clipping
  • Sound and Music APIs
  • Simplified Input handling
  • Wide pixel support (think Atari 2600)
  • Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more
  • Deploy to all Unity supported platforms

I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html

FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.

Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!

I hope I've tickled your retro feels!




More images at: https://imgur.com/a/LFMAc

Live demo feature reel: https://simmer.io/@Dafu/fes

Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress

My own game I started working on using FES, a roguelike, very early: https://simmer.io/@Dafu/merl

Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064



Share this post

Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By 3dmodelerguy
      So I have this code to create a textbox ui element with SDL2 and for the most part it works:
      #include <iostream> #include "TextboxUi.hpp" #include "../Engine/Text.hpp"; #include "../Utility/SdlUtility.hpp"; #include "../Engine/Game.hpp"; TextboxUi::TextboxUi(int x, int y, int width, int height, SDL_Color backgroundColor, SDL_Color textColor) { _background = {x, y, width, height}; _backgroundColor = backgroundColor; _textColor = textColor; } void TextboxUi::setValue(std::string value) { _value = value; } void TextboxUi::handleInput(SDL_Event &event) { switch (event.type) { case SDL_TEXTINPUT: { if (_isActive) { _value += event.text.text; _cursorPosition += 1; } break; } case SDL_TEXTEDITING: { break; } case SDL_KEYUP: { switch (event.key.keysym.sym) { case SDLK_BACKSPACE: if (_value.size() == 0) { break; } _cursorPosition -= 1; _value.erase(_cursorPosition, 1); break; case SDLK_s: { if (!_isActive) { _isActive = true; } break; } case SDLK_LEFT: { if (_cursorPosition == 0) { break; } _cursorPosition -= 1; break; } case SDLK_RIGHT: { if (_cursorPosition == _value.size()) { break; } _cursorPosition += 1; break; } case SDLK_ESCAPE: _isActive = false; _value = ""; break; default: break; } break; } default: break; } } void TextboxUi::enable() { _isActive = true; } void TextboxUi::disable() { _isActive = false; } void TextboxUi::draw(SDL_Renderer* renderer) { SdlUtility::setRenderDrawColor(Game::renderer, _backgroundColor); SDL_RenderFillRect(Game::renderer, &_background); // if there is no text Text would fail to create the surface and texture (not quite sure why) if (_value.size() == 0) { return; } Text text = Text("Assets/Fonts/Vera.ttf", 12, _value, _textColor); text.display(_background.x + 5, _background.y + 2); // @todo implement visual for text cursor } The one last thing I want to do before I call this textbox done for the time being is try to figure out how to simulate a cursor. At this point just getting a solid cursor would be final (though ultimately I would like to have it blinking. I have the cursor position so I know between which characters the cursor should be however I am not sure how to calculate that.
      Is there a way to calculate the width of a given string without actually rendering said sting to the screen with SDL2 / SDL2_ttf?
    • By SickTwistGames
      Ok, firstly, Hi.
      This is my first post on this forum. I am an Indie Dev making my first game so bear with me when I say dumb stuff, I'm on a huge learning curve.
      My first question is about inventory systems for unity. I am trying to make a survival type game with crafting. I have purchased Inventory manager pro by devdog from the unity asset store and it seems like a pretty powerful assett but for an intermediate coder its a little tough to use.  I'm beginning to wonder if it was the right purchase.
      So my question is.... does anyone have any experience of inventory plugins / systems for unity and can anyone reccomend a system to me?
      It needs to have the following: Loot system, crafting system, character sheet, blueprint system,  character stats system. Ideally with as little coding as possible.
    • By DevAndroid
      Hello everyone,
      I'm trying to display a 2D texture to screen but the rendering isn't working correctly.
      First of all I did follow this tutorial to be able to render a Text to screen (I adapted it to render with OpenGL ES 2.0) : https://learnopengl.com/code_viewer.php?code=in-practice/text_rendering
      So here is the shader I'm using :
      const char gVertexShader[] = "#version 320 es\n" "layout (location = 0) in vec4 vertex;\n" "out vec2 TexCoords;\n" "uniform mat4 projection;\n" "void main() {\n" " gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);\n" " TexCoords = vertex.zw;\n" "}\n"; const char gFragmentShader[] = "#version 320 es\n" "precision mediump float;\n" "in vec2 TexCoords;\n" "out vec4 color;\n" "uniform sampler2D text;\n" "uniform vec3 textColor;\n" "void main() {\n" " vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);\n" " color = vec4(textColor, 1.0) * sampled;\n" "}\n"; The render text works very well so I would like to keep those Shaders program to render a texture loaded from PNG.
      For that I'm using libPNG to load the PNG to a texture, here is my code :
      GLuint Cluster::loadPngFromPath(const char *file_name, int *width, int *height) { png_byte header[8]; FILE *fp = fopen(file_name, "rb"); if (fp == 0) { return 0; } fread(header, 1, 8, fp); if (png_sig_cmp(header, 0, 8)) { fclose(fp); return 0; } png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png_ptr) { fclose(fp); return 0; } png_infop info_ptr = png_create_info_struct(png_ptr); if (!info_ptr) { png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL); fclose(fp); return 0; } png_infop end_info = png_create_info_struct(png_ptr); if (!end_info) { png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL); fclose(fp); return 0; } if (setjmp(png_jmpbuf(png_ptr))) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_init_io(png_ptr, fp); png_set_sig_bytes(png_ptr, 8); png_read_info(png_ptr, info_ptr); int bit_depth, color_type; png_uint_32 temp_width, temp_height; png_get_IHDR(png_ptr, info_ptr, &temp_width, &temp_height, &bit_depth, &color_type, NULL, NULL, NULL); if (width) { *width = temp_width; } if (height) { *height = temp_height; } png_read_update_info(png_ptr, info_ptr); int rowbytes = png_get_rowbytes(png_ptr, info_ptr); rowbytes += 3 - ((rowbytes-1) % 4); png_byte * image_data; image_data = (png_byte *) malloc(rowbytes * temp_height * sizeof(png_byte)+15); if (image_data == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_bytep * row_pointers = (png_bytep *) malloc(temp_height * sizeof(png_bytep)); if (row_pointers == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); fclose(fp); return 0; } int i; for (i = 0; i < temp_height; i++) { row_pointers[temp_height - 1 - i] = image_data + i * rowbytes; } png_read_image(png_ptr, row_pointers); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, GL_ZERO, GL_RGB, temp_width, temp_height, GL_ZERO, GL_RGB, GL_UNSIGNED_BYTE, image_data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); free(row_pointers); fclose(fp); return texture; } This code just generates the texture and I store the id on memory
      And then I want to display my texture on any position (X, Y) of my screen so I did the following (That's works, at least the positioning).
      //MY TEXTURE IS 32x32 pixels ! void Cluster::printTexture(GLuint idTexture, GLfloat x, GLfloat y) { glActiveTexture(GL_TEXTURE0); glBindVertexArray(VAO); GLfloat vertices[6][4] = { { x, y + 32, 0.0, 0.0 }, { x, y, 0.0, 1.0 }, { x + 32, y, 1.0, 1.0 }, { x, y + 32, 0.0, 0.0 }, { x + 32, y, 1.0, 1.0 }, { x + 32, y + 32, 1.0, 0.0 } }; glBindTexture(GL_TEXTURE_2D, idTexture); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, GL_ZERO, sizeof(vertices), vertices); glBindBuffer(GL_ARRAY_BUFFER, GL_ZERO); glUniform1i(this->mTextShaderHandle, GL_ZERO); glDrawArrays(GL_TRIANGLE_STRIP, GL_ZERO, 6); } My .png is a blue square.
      The result is that my texture is not loaded correctly. It is not complete and there are many small black spots. I don't know what's going on ? It could be the vertices or the load ? Or maybe I need to add something on the shader. I don't know, I really need help.
      Thanks !
    • By LuigiLuigi
      I've been working on my own Metroidvania via GameMaker Studio for the past few years. You play as a bat named Ralph as he goes on an adventure to obtain 7 Crystal Medallions hidden in dungeons with the help of a cult known as the Crimson Fog. Along the way, there will be quests unlocked in Cedrus Village as you progress through the game. I've managed to complete a demo of the game up to the first dungeon and boss fight.
      I have only a PC build available, and the only gamepads I managed to install were Logitech Precision and Xbox PC gamepads. I had some trouble on gamepad detection though, so they may have connection issues. The desktop controls are similar to Terarria's control scheme if it's too much trouble. I don't have any music at this point, I'll need to get someone else to compose it later on. The music I make isn't bad, but it doesn't fit the aesthetic that well.
      I'm really hoping I can get feedback regarding the general content.
      Crimson Fog.0.2.zip
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!