Devlog 2024 - Pixel Art Render System - The Making of Moons of Darsalon - EP1
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- Опубликовано: 29 авг 2024
- Steam: store.steampow...
In this 2024 dev log, I show how I created the pixel art rendering system for my indie game, Moons of Darsalon. After eight years of development, I’m excited to share the behind-the-scenes process of designing and implementing this unique retro pixelation technique, discussed in this devlog unity episode.
If you’re a fan of pixel art games or interested in game development, this tutorial series is for you! Discover the differences between the Fixed Camera and the World Camera, key aspects of indie game dev, and how they contribute to the game's distinctive pixelated aesthetic. Learn about the importance of pixel consistency and rendering techniques covered in this devlog game series.
Topics Covered: • Pixel Art Rendering System for indie game devlog • Pixel Size Consistency in devlog 1 • Fixed Camera vs. World Camera in indie games 2024 • Filming to Render Texture in devlog 0 • Fixing Jittering on Parallax Planes for indie game dev
Related Links:
Good Pixel Consistency Article: saint11.org/bl...
Different CRT Pixel Aspect Comparison: • Gaming on CRT Televisi...
You make a great game, you made a ton of great dance tracks previously .. and now you're providing us with an informative and easy to follow break down of making the great game?
You spoil us. Thank you!
Menudo currazo: super interesante y muy bien explicado. Deseando oir el tutorial de las paletas. Gracias por compartir
Thanks so much for sharing these precious solutions! As a fan of moons of darsalon, I'm also a 8&16-bit gamer, CG designer, and a CRT lover. The things you've mentioned are missed by many developers.
Even we're seing bilinear interpolations on pixel games these days. Normally I would disagree about the sub pixel parallaxing on the background mountains but seing you already aware of the situation and solved it in a professional way, I can't say anything to disagree. Even I didn't recognized it while play few years ago.
you know, i nthe game final fight, it doesn't smooth scrool while you're playing with haggar. Because he must be slower than the other two characters. That limitation is a generic problem of past. you've solved it in a clever way by subdividing movement into the integer scaling... really nice.
As a c64 owner as his first computer, I enjoyed your game mostly about the color pallette of c64 :) can't wait for your next video about the color degrading. Because with the purple and green dominant tones of c64 limitations, your game looked fantastic!
again, these data you're sharing means so so much even I'm an unreal engine user. Thanks a bunch doctor!
@@cemtezcan now that you know the truth …. I’m going to hell because of sub pixel parallax!!!!! ARRRRRGGGHHH!!! 😄
@@cemtezcan interesting to know about haggar clunky scrolling , makes sense
Best Pixel Perfect explanation I've ever seen
Interesting
I struggled with these kinds of issues for years! this is very informative but also a fun watch.
Super Informative - LOVE IT!
Superb
Very informative!
🤩 Not only Pixel Perfect resolution but also incredible Pixel Art in every frame... 🤩
Seeing this video it makes a lot of sense and seems deceptively easy to implement 🥰 But... How the hell do you have so many visual processing layers and still make the physics work smoothly? 🤨
not sure I understand your question , physics are not processed by CPU and rendering by GPU, of course having layers and multiple cameras gives the CPU some extra work but not a huge load. anyway I forced physics to execute only once per frame, I took optimization very seriously as I hope to explain in future chapters
@@DrKuchoGames Eagerly looking forward it! 🙃👎
🔥
Bueno bueno bueno... Mandanga seria aqui
This mf said Jiff