- Видео 44
- Просмотров 592 862
Marcis
Латвия
Добавлен 26 авг 2010
I'm making a retro ̶P̶̶̶S̶̶̶1̶̶̶ P̶S̶1̶.5 style first-person, open-world heist game in Unreal Engine 4. I will be uploading devlogs as I make progress.
Retro Graveyard Trailer [Unreal Engine]
Retro Graveyard is an asset pack for retro gamedevs making games in Unreal engine!
Fab/Marketplace: www.fab.com/listings/5eda297d-8ac2-4943-84f7-acdd6aa38159
Itch: marcis.itch.io/retro-graveyard
Download demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=drive_link
Discord: discord.gg/YP4pSvakUh
Fab/Marketplace: www.fab.com/listings/5eda297d-8ac2-4943-84f7-acdd6aa38159
Itch: marcis.itch.io/retro-graveyard
Download demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=drive_link
Discord: discord.gg/YP4pSvakUh
Просмотров: 3 041
Видео
Solo gamedev sometimes sucks...
Просмотров 6 тыс.3 месяца назад
I still love solo gamedev! Discord: discord.gg/YP4pSvakUh Retro Assets: www.unrealengine.com/marketplace/en-US/profile/Marcis Asset Demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=sharing
Devlogs are bad for gamedev... So I quit
Просмотров 30 тыс.4 месяца назад
Discord: discord.gg/YP4pSvakUh Retro Assets: www.unrealengine.com/marketplace/en-US/profile/Marcis Asset Demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=sharing
How 90s Gamedevs PLAYED YOU
Просмотров 13 тыс.4 месяца назад
Discord: discord.gg/YP4pSvakUh Retro Assets: www.unrealengine.com/marketplace/en-US/profile/Marcis Asset Demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=sharing
Descoping my dream game
Просмотров 12 тыс.9 месяцев назад
Retro Assets: www.unrealengine.com/marketplace/en-US/profile/Marcis Asset Demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=sharing Patreon: www.patreon.com/mmmarcis Discord: discord.gg/YP4pSvakUh
I can't finish my dream game
Просмотров 23 тыс.9 месяцев назад
Retro Assets: www.unrealengine.com/marketplace/en-US/profile/Marcis Asset Demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=sharing Patreon: www.patreon.com/mmmarcis Discord: discord.gg/YP4pSvakUh 00:00 Intro 00:54 Asset Packs 1:15 Devlog
Retro Rendering Plugin for UE5
Просмотров 5 тыс.10 месяцев назад
With this plugin, you can draw meshes to a render target in Unreal Engine 5 to emulate PS1 style 3D inventory or UI. 00:00 Intro 1:02 Tutorial Marketplace: www.unrealengine.com/marketplace/en-US/product/retro-rendering Itch: marcis.itch.io/retro-rendering discord.com/invite/MVXtkeN
Unreal Engine being a DIVA for 5 minutes straight
Просмотров 3,6 тыс.Год назад
Patreon: www.patreon.com/mmmarcis Kofi: ko-fi.com/marcis Retro assets for Unreal Engine: Marketplace: www.unrealengine.com/marketplace/en-US/profile/Marcis Itch: marcis.itch.io/ Discord: discord.gg/MVXtkeN
I'm not making GTA 7 - Devlog 10
Просмотров 11 тыс.Год назад
Can a solo developer make a game as complex as GTA San Andreas? Patreon: www.patreon.com/mmmarcis Kofi: ko-fi.com/marcis Retro assets for Unreal Engine: Marketplace: www.unrealengine.com/marketplace/en-US/profile/Marcis Itch: marcis.itch.io/ Discord: discord.gg/MVXtkeN
How to hide UV seams on retro characters
Просмотров 4,7 тыс.Год назад
Retro assets for Unreal Engine: Marketplace: www.unrealengine.com/marketplace/en-US/profile/Marcis Itch: marcis.itch.io/ Discord: discord.gg/MVXtkeN
Clipping on the PS1
Просмотров 3,8 тыс.Год назад
How does the PlayStation clip triangles? Retro assets for Unreal Engine: Marketplace: www.unrealengine.com/marketplace/en-US/profile/Marcis Itch: marcis.itch.io/ Discord: discord.gg/MVXtkeN
Retro Characters for Unreal Engine 5
Просмотров 7 тыс.Год назад
This is a pack of seven unique characters, four males and three females, all rigged to the UE5 skeleton. Marketplace: www.unrealengine.com/marketplace/en-US/product/retro-characters Itch: marcis.itch.io/retro-characters Playable Demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=drive_link Discord: discord.gg/MVXtkeN
Making Retro Characters - Devlog 9
Просмотров 60 тыс.Год назад
I inspected models in several PS1 games to learn how to make proper retro characters. Marketplace: www.unrealengine.com/marketplace/en-US/product/retro-characters Itch: marcis.itch.io/retro-characters Playable Demo: drive.google.com/file/d/13pu4vhEY9M8cZ7OGWRciUKFUAvfq9Hna/view?usp=drive_link Discord: discord.gg/MVXtkeN
Weird Backgrounds in PS1 Tekken Games
Просмотров 5 тыс.Год назад
Exploring why the backgrounds in old PS1 Tekken games look so strange. Marketplace: www.unrealengine.com/marketplace/en-US/profile/Marcis Itch: marcis.itch.io/ Discord: discord.gg/MVXtkeN Twitter: MarcisPSXFX Ko-fi: ko-fi.com/marcis Patreon: www.patreon.com/mmmarcis
Why do FAKE Sliding Doors Exist in PS1 Games?
Просмотров 7 тыс.Год назад
Why do FAKE Sliding Doors Exist in PS1 Games?
How to Improve Your PS1 Style Lighting
Просмотров 39 тыс.Год назад
How to Improve Your PS1 Style Lighting
What makes the PS1 graphics look ICONIC?
Просмотров 10 тыс.Год назад
What makes the PS1 graphics look ICONIC?
6 reasons why retro gamedev is AWESOME
Просмотров 15 тыс.Год назад
6 reasons why retro gamedev is AWESOME
Should you make your own gamedev tools? // Devlog 8
Просмотров 7 тыс.Год назад
Should you make your own gamedev tools? // Devlog 8
Devlog 7 - Scratching Cars // Retro Game in UE4
Просмотров 11 тыс.2 года назад
Devlog 7 - Scratching Cars // Retro Game in UE4
How to use Retro Particles & Lens Flares - Unreal Engine
Просмотров 3 тыс.2 года назад
How to use Retro Particles & Lens Flares - Unreal Engine
Retro Particles & Lens Flares for Unreal Engine
Просмотров 4,1 тыс.2 года назад
Retro Particles & Lens Flares for Unreal Engine
Crushing Cars - Devlog 5 (PS1.5 style game)
Просмотров 43 тыс.3 года назад
Crushing Cars - Devlog 5 (PS1.5 style game)
Handling comparison - PS1.5 style game
Просмотров 5 тыс.3 года назад
Handling comparison - PS1.5 style game
PSXFX vertex lights with Voxel plugin [Tutorial]
Просмотров 2,9 тыс.3 года назад
PSXFX vertex lights with Voxel plugin [Tutorial]
Oldschool Car Damage System - Devlog 4
Просмотров 20 тыс.3 года назад
Oldschool Car Damage System - Devlog 4
what are your thoughts on fab? i personally hate it, they just altered the quixel scans workflow and also their website is trash
I feel you bro
What is the name of the game shown at 1:37?
Bro described every youtuber's feelings :D
You're doing too much is why. Devlogs is fine but you are fucking writing a college essay. My devlogs are simple easy, blah blah blah here's the state of my game . 2 minutes of game play.the end. Seems to me you wanted to make money off making devlogs and that is a mistake.
I've never made a game before but I have a feeling even though im just doing a basic 3rd person shooter and all the soldiers are the same model just different color schemes it will still need to be scaled down 😂
Just make 1 dev log per year: most of your problems solved.
one thing that sucks is that a lot of people look at retro inspired games as like cheaper or worth less, and think games that have higher fidelity are more valuable. They also assume there was less work involved. but often will just not want to buy it off the back because its retro inspired, even older people.
its always that one guy in the comments complaining about shadows in a PSX style game not looking from 2001
Made music for years and people who cant write a single riff kept telling me how i should do it so yeah i feel you.
why would anyone want this it gives nausea
Interestingly enough, Tekken 1 used 3D backgrounds, even on ps1 hardware, but in a doom way!
This was brilliant. Totally get it. I enjoy sharing the odd niche tutorial now and then but I'm a Dev and I rely on it for my career. Released today actually my flagship title after rolling out of bed everyday for 18 hours for 5 months.. hard graft. Think I've got the #1 spot in new and trending for the weekend! Your project looks awesome wish you luck
genuinely crazy that even your first solution is better than every other game on the market besides gta 4 and 5. no other billion dollar company could manage something that looks good like this? i mean it really seems like every company is just using some advanced version of what gta3 did. and even more shocking is this idea is just publicly available for over 3 years and yet still games come out with the "tap it and it swaps the piece to the damaged version that barely takes into account where it was hit"..
Taking an actual course done by a professional, like Steven Ullibari, helped me so much more than tutorials. Tutorials are great if you know the basics already, but I was stuck in tutorial hell not learning a damn thing and just copying every move mindlessly. They DO NOT TEACH GAMEDEV. They do not give you the skills you need to actually walk through each step and understand what is happening with your code. Learn how vectors work. Learning WHY is just as important as learning HOW. Also a lot of tutorials on youtube are of TERRIBLE quality. They often are misleading, confusing, don’t explain things properly, and worst of all teach bad habits. They are usually made by amateurs trying to make youtube their career, not game design, with few exceptions. as with anything, you get what you paid for.
excellent tips.
Good video
Maybe you can add the guns back in a later update to the game.
Name car what?
Why not make a Destruction Derby type game, add a few side missions for FPS like a paintball type thing. team deathmatch ect.
Really cool! Well done!
Deus ex vibes
very nice pack dude, when FAB gets their shit together and adds the wishlist back this will be going in my list for when i will need it ;)
very cool. did you made them on blender?
Wish more games where made in the early 2000's style, love everything about that era.
Really nice!
Looks really clean ! Good job !
I don't buy assets since I'm primarily a 3D modeler myself, but I just wanted to say this looks awesome. I also love making things in this style/quality.
After recently doing a search for high quality PSX styled assets, I found myself wanting more. I hope this pack signals a move towards more PSX assets, because this retro trend is far from over and many people (gamers included) would benefit from being able to play such games with assets that look polished still, not just blockouts with textures as so many devs use to mimic that retro feel. In any case, this is looking great!
Man that graveyard makes you want to explore it 🪦
looks great nice work
That's looks awesome
Any suggestions for a future pack?
How do I get disciplinary?
Awesome work as always, I see marcis pack I buy :D Some ideas: - Mental Asylum pack? - Hospital pack? - Spooky Mansion pack? - Snow military base pack? - Laboratory pack?
If you made another pack, maybe a castle. You could probably reuse some of the brick textures from this set to create it.
Spooky scary skeletons 🦴 🩻 💀 hidden in this graveyard as an Easter egg
@@vexedeva nuclear reactor pack after the meltdown just like in Chernobyl
I found your channel today. I've basically watched through all of your videos in the last hour too 😂 I want you to know that I have the utmost respect for what you're doing. The decisions you've made and are making in order to get your first game out. And overall I absolutely adore your project; As a gamer, an artist, and aspiring developer. I'm definitely going to be using your visual tools. I've been making PSX dioramas for fun since 2013. Much love, and please.. Don't spend too much time fixing the imperfections. Imperfections are what made retro games so memorable and even fun. As a perfectionist myself I like to tell myself that my art is "perfectly imperfect" and thats what makes it look so good to my friends.
This is so cool
i still live the old trickery
In my current and first game, I'm focus soling in gameplay, systems and level design for now, I will not make a single asset/model until my game is complete playable, begin to end. Then I'll focus on audio, GUI and dialog using placeholder too (using copyrighted music from games I inspired from until I find a way to get one that gives the same feeling). Next I will make all characters models, animations and cutscenes. After that, I'm finally doing scenery assets. Then, I'll finish everything that is placeholder, hire, make or buy assets, translation, music, dubbing, 2D art, etc. And lastly, optimization. When the game is complete, I focus only on marketing for at least 6 months, also do dev logs and tutorial not just for RUclips public, but for my self in the future, so I can easily remember how to do stuff. I also made some import decisions before the project start, this is not my dream game and I simplified the scope as much as possible, I need to acquired fundamental skills before dreaming higher. I'll also include a mini-game that is the prototype of my dream game's combat, so I get feedback.
Also game dev logs don't convert much in sales, my plan is when my game is done, I would make dev logs and tutorials while focus on marketing for about 6 months until launch.
1:11 what is that game boomer game the enemy sort of bug and the surrounding is snow biome
I am sick and tired that the best Demo-Derby game today is FlatOut2. So I'm going to make my own soon. Just some practice and learning needed. Exatcly what I'm looking for right here!
I don't know your channel and haven't seen a single of your dev logs. But you got my respect for being straight forward and say that people should unsub. Instead, you got me as a new subscriber. One thing though, I don't think following tutorial is necessary a bad thing. As long as you understand how things works you can always improvise and build upon it. The same way we utilize game engines in the first place. Anyway making game is hard work, even more so in public. Cooking something is supposed to be in the kitchen after all. Good luck.
awsome
How did you deactivate textures on PS1 games? Is there an emulator with such feature?
epsxe with gpubladesoft plugin
wouldn't it be a better idea to make your textures in the same dimensions as a PS1 game and then disable texture compression completely? Textures of those sizes are essential to achieving the look and they take minuscule amounts of ram
Try using Substance Painter at 32x32 pixels. And you can't disable texture compression in Unreal Engine.
I'm still in the learning phase. But as a solo developer, I would sometimes spend weeks on one specialty and then go back to the others. Because of that, not only did my motivation go down, but I would forget almost everything. Even the very concepts. So, I came up with a great solution that, while time-consuming, saves even more time when I need it, reduces the stress that comes from forgetting important information, skills, and experience, and makes my progress predictable and fast. This method is... Write everything down in one organized notebook, anything you've learned in the time you've been absent from everything other than, say, design, and anything else you know. Plus whatever you want to learn and from where, how, and even why. I even started to write down the techniques I use in development that I might forget or forget some of their steps. It not only saves me countless hours when I start working on something else, but it pushes me mentally. When I see how much knowledge, techniques, and skills I have, I feel proud. On top of that, I always find what I want to do, especially when I'm overwhelmed with ideas all at once and don't know where to start. Everything is written down, and all I have to do is apply them one by one through the notebook. I feel like I can do anything. It's like a guide book. You could say that morale comes from just taking notes. However, organization is the most important thing in notes! A section on light visuals, divided into several subsections, post-processing, artificial light sources, natural light sources, etc. This is so that the notebook is useful when I want to look up a piece of information or add one, easily and quickly. Otherwise, plan often and deeply. And write down what you plan in detail and in order (but not obligatory). In the same notebook, of course. Once in a while you will find yourself creating many things in a very short period of time compared to before. Planning is part of the creative process, which means it's one of the most important steps as a freelance developer. Also, I've noticed that you're thinking too negatively as a creative game developer. You should be looking for the usefulness, not the uselessness, as a developer. I noticed this after watching a few of your videos. It's as if your channel is a relief for your frustrations, but at the same time it's also a source in a way. As one content creator to another. It's best to surround yourself with everything positive about game development or otherwise. For better results and better mental balance. If you do the opposite, your mental turmoil will be very bad. This is probably the main reason for the canceled projects you've experienced, and the reason why your morale is low sometimes. If something is hurting you, stay away from it. Especially don't dwell In to it. If that doesn't work, then move away from the source.
Ok this video is great and extremely well made But i just need to say 1:50 GOD DAMN!!!!
I get this. In my first original game I got so overwhelmed by the community I decided to never do that again. But, alas, it's marketing and that's how you should treat it! Emotions off.
Yeah Its a lot of pressure, but if you put yourself in a " I dont care " mindset and just show what you want, it can also work.
I assume this is perfectly functional while having lumen turned off?
You're looking at a footage from UE4 where Lumen didn't even exist so yes.
@@Marcis. Yeah it works perfectly.
Looks amazing my dude!