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Dafu

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  1. FES Retro Game Framework is on a 100% sale on the Unity Asset Store until March 13th! FES is a retro pixel game framework, built on top of Unity. It aims to create an ideal, low friction framework for making pixel-perfect retro games from the early 90s era. FES takes advantage of the portability, and the ease of deployment that Unity provides, but does away with the Unity Editor interface in favour of a traditional game loop, and code-only development. 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 Rendering to and from offscreen surfaces with custom sizes Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Custom shader support Sound and Music APIs Simplified Input handling Optional wide and tall pixel support Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Supports an amazing variety of platforms, courtesy of Unity A live WebGL demo of FES can be found at: https://pixeltrollgames.itch.io/fes FES can be found on the Unity Asset Store here: https://www.assetstore.unity3d.com/#!/content/102064
  2. FES Retro Game Framework is on a 100% sale on the Unity Asset Store until March 13th! FES is a retro pixel game framework, built on top of Unity. It aims to create an ideal, low friction framework for making pixel-perfect retro games from the early 90s era. FES takes advantage of the portability, and the ease of deployment that Unity provides, but does away with the Unity Editor interface in favour of a traditional game loop, and code-only development. 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 Rendering to and from offscreen surfaces with custom sizes Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Custom shader support Sound and Music APIs Simplified Input handling Optional wide and tall pixel support Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Supports an amazing variety of platforms, courtesy of Unity A live WebGL demo of FES can be found at: https://pixeltrollgames.itch.io/fes FES can be found on the Unity Asset Store here: https://www.assetstore.unity3d.com/#!/content/102064 View full story
  3. FES Retro Game Framework 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 Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
  4. FES Retro Game Framework 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 Custom Shaders 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://pixeltrollgames.itch.io/fes Live blitting stress test: https://pixeltrollgames.itch.io/fes-stress Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064 View full story
  5. 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
  6. Quote:If it's just you then I think you'd be right in focusing on what art you can produce best. Doing character animations for proper isometric views is long winded and tedious (especially since you have to do all 8 compass directions, where a fake slanty-top down can often get away with 4) and more difficult than just drawing profile views. I think that depends more on how many degrees of movement you plan to have. The pseudo-isometric view can let the player move diagonal as well, which would also result in 8 angles. Likewise an isometric view can limit characters to 4 angles of movement. So I think in terms of how much art must be generated the isometric and pseudo-isometric views are the same. Quote:One approach you've missed is modeling your environment and characters in 3d and then manually rendering them out to sprites. That means you only have to model and animate things once but you don't have to deal with doing a proper 3d engine. The downside is that this can often look a little dry and sterile. Yes that is a possibility, but if I was going to do that I might as well do true 3D (with fixed or free camera). But one of the biggest issues with true 3d is the requirement of 3d modelling. Thats a rather large barrier for me, and it applies to this approach of pre-rendering 3d art. Quote:Personally I'd go for the slanty top-down approach I'm also leaning towards this approach. Quote:I think an Eye of the Beholder view would be a bad idea in this day and age. It would most easily be implemented as a 3D game with severely-limited fixed-directional movement. Though perhaps if the game was meant to be a 'tribute' of sorts to this sort of game (Dungeon Hack, Ultima Underworld, etc) it might be doable. I agree this would be tricky to pull off in such a way that it looks like a good retro tribute, instead of just a terribly looking game! Quote:In closing... 3D FTW! Again, this would be nice, but 3D modelling is an issue for me. I can draw somewhat, and I can create new characters with proper angles by working off templates or existing art. But modelling is a whole new bag of trouble for me.
  7. Hi all, I'm researching various types of projections for an upcoming indie RPG project of mine. There are 4 that interest me, and I'd like to discuss pro's and con's with you guys. Let me start off the thread by listing some of my opinions. Please keep in mind that my aim is not to pick the best current technology, in fact I'm more interested in retro technologies that can be revived and dressed up with a bit of modern effects. Also this is mostly a solo project, so its very critical that the project is doable, not only in terms of coding (which I'm very comfortable with), but also in terms of the art (which I'm much less comfortable with). Isometric (X-Com, Ultima 8, Ultima Online) Pros: - More modern looking than Pseudo Isometric, and it's a more believable faking of 3D. - Player has the confidence that what they're seeing on the screen is all there is, they don't have to constantly play with the camera because there is a possibility that they missed something at some angle. - More appealing to some retro rpg fans than true 3d Cons: - Resolution dependent, unless you're ok with just showing more of the playing field at higher resolutions - Only 2 of 4 sides of a wall tile can ever be seen, which could be a problem with door placement. - Have to create separate tile art for multiple angles of the same object. Pseudo Isometric (Ultima 7, Tibia Online) Pros: - Great retro feel - Easiest of the 3 to implement, the map is still a square grid, not diamond like Isometric views - Player has the confidence that what they're seeing on the screen is all there is, they don't have to constantly play with the camera because there is a possibility that they missed something at some angle. - More appealing to some retro rpg fans than true 3d, maybe even more than Isometric. Cons: - Resolution dependent, unless you're ok with just showing more of the playing field at higher resolutions - Only 2 of 4 sides of a wall tile can ever be seen, which could be a problem with door placement. - Have to create separate tile art for multiple angles of the same object. 3D Tile based (Dungeon Siege, Darkstone) Pros: - Modern looking - Resolution independent - Player can look at areas from all angles, can see all around a wall, not just 2 of 4 sides. - Only have to create one model that can be rotated to any angle. Unlike in isometric views where you must create art for multiple angles of an object. Cons: - Hardest to implement, perhaps not code wise, but art wise. Especially if you're not familiar with 3D modelling/texturing. - Player has less confidence that they haven't missed something by simply not having their camera rotated at the right angle. This can be circumvented somewhat by highlighting objects of interest, but it still causes more doubt than a fixed angle view. Primitive first-person 3D (Eye of the Beholder, Land of Lore 1, Might & Magic 4 (and earlier)) Pros: - Very retro look - Can be implement using a simple 3D engine where each wall is just a square polygon. This requires that art be created for only one angle, in fact most art will be just square textures. Objects and characters could still be 2d, for more retro feel. - Resolution independent, given that the textures are high enough resolution so they don't look too blurry/pixelated at high-res. - Of all the perspectives listed this one lends its self best to a feeling of exploration (dungeon exploration for example works great in this view) Cons: - Perhaps too retro in this day and age. - Player can feel very constricted in their view angle, 360 degree rotation could be done here, but that would take away from the retro feel of this kind of perspective, and the game would just degenerated into a really bad looking fps (Like Wolfenstein-3d) If you have any opinions please add on to this thread.
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