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Download games depth scale

Postby Zulkishura В» 13.03.2019

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Eduardo Oriz and Mike Geig , March 13, Retro games with simple mechanics and pixelated graphics can evoke fond memories for veteran gamers, while also being approachable to younger audiences. Get our sample project and follow along! Mega Cat Studios , out of Pittsburgh, Pennsylvania, has turned the creation of highly accurate retro games into an art form.

So much so, in fact, that several of their titles can also be acquired in cartridge form and played on retro consoles like the Sega Genesis. Recent additions to the Unity workflows have made it a well-suited environment for creating your retro games. Additionally, you can use the new Pixel Perfect Camera component to achieve consistent pixel-based motion and visuals. You can even go so far as to use the Post Processing Stack to add all sorts of cool retro screen effects.

Before any of this work can be done, however, your assets will need to be imported and set up correctly. Our assets first need a correct configuration to be crisp and clear. If compression is used, the data of the image will be compressed which results in some loss of accuracy to the original. This is important to note, as it can cause some pixels to change color, possibly resulting in a change to the overall color palette itself.

The fewer colors and the smaller your sprite, the greater the visual difference compression causes. Another thing to be aware of is the Max Size setting for the image in the Inspector. This will usually result in some loss of quality and cause the image to become blurry.

Since some hardware will not properly support textures over on either axis, it is a good idea to try to stay within that limit. Above, is a sprite from a spritesheet that was on one axis with max size set at As you can see, increasing the Max Size property to allows the image to be sized appropriately and avoid a loss of quality. If the sprite were to not pivot from a pixel exactly, we would lose pixel-perfectness. Pivots can be set for sprites in the Sprite Editor, which can be opened from the Inspector when you have a sprite asset selected.

A pixel-perfect result will look clean and crisp. Select 2D Pixel Perfect from the list on the left, and select install on the top right of the window. To add it, go to your main camera and add the Pixel Perfect Camera component to it. If the Pixel Perfect Camera component option is not there, follow the previously stated instructions to first import it into the project.

The component will display helpful messages in the game view explaining if the display is not pixel-perfect at any given resolution. Now, you can go through each setting to see what they do and how they affect the look of your game! Original not rotated 2. Without Upscale Render Texture rotated 45 degrees, pixel-perfectness is lost as pixel size varies on diagonal edges 3.

With Upscale Render Texture rotated 45 degrees, pixel-perfectness is maintained as all pixels are the same size, but the sprite is less accurate looking compared to the original. Pixel Snapping disabled. With our background at position 0, 0 and our character sprite at 1. Notice how there are some pixels that are only half-covered by the shadow. Pixel Snapping enabled.

Same positions — background 0, 0 and character sprite 1. The pixels snap together perfectly. Character and background blurred from stretch fill. If you want a pixel-perfect and snappy display that will work for a variety of use-case, I recommend:. We recommend setting the camera to be optimized for aspect ratio viewing, including reference resolution if possible. However, keep in mind that not all users will have a display setup that will work well with your limitations, so this is not recommended.

This console generation places a large number of restrictions on the artists trying to create an authentic image. These restrictions include things like palettes used and the size and amount of objects on a screen.

When creating artwork that is genuine to the NES, there are a host of restrictions that the artist will have to follow. Some of these will be consistent no matter what retro console an artist is attempting to emulate, while many others are specific to the NES itself. The first, and possibly the most important of these restrictions involve the way color palettes are used in an image. The NES is fairly unique when it comes to its color palette because the full-color palette of the console is hardcoded into the console.

The NES chooses which colors to use in an image by sending a series of values to the graphics processor on the NES, and then the graphics processor returns the colors associated with those values.

These colors cannot be changed due to the fact that they are part of the console themselves. Every game you have ever seen for this console uses combinations of these colors in order to make their images. The NES breaks its palette up into sub-palettes that can be assigned to sprites and backgrounds. Each sub-palette includes one common color that is used across all of the sub-palettes and three unique colors.

It is capable of loading four sub-palettes for the backgrounds and four sub-palettes for the sprites. In the case of the sprites, the common color at the beginning of each sub-palette is treated as transparency. This is an example of a series of sub-palettes that are being used in a game.

The top row represents the background sub-palettes and the bottom row represents the sprite sub-palettes. In this example, black is being used as the common color that is shared across all of the sub-palettes. Because the common color is treated as transparency on sprites, a second black palette entry is needed to be made for the sprite sub-palettes, in order to use it as a visible color.

The restrictions on palette use get even tighter as the artist moves on to how the palettes are used in the game. To explain this, there needs to be further discussion on how retro consoles store, use, and display art.

Using this tile-based approach allows artists to save space by reusing tiles for different things. For example, pieces of a sidewalk can be repurposed and used to make the ledge on a building. The other important thing to note about tile based storage is that color information is generally not saved with the graphics. All of the tiles are saved with a monochromatic palette. This way, whenever a tile is displayed in the game it can have a sub-palette assigned to it, allowing the same tile to be simultaneously displayed on screen with different sub-palettes This is significant when creating artwork that is true to a retro console on a modern platform because it affects how you assign palettes to the artwork.

The NES assigns palettes to sprites and backgrounds differently. It assigns sub-palettes for sprites on a tile-by-tile basis. This Ninja Character utilizes two sub-palettes to give it a greater color depth. With this split view, it becomes more obvious that the light teal and darkest red that is used in the sword and headband are unique to those tiles, while the dark purple and black outline pieces are used in the remaining three tiles.

Backgrounds, on the other hand, are much more restrictive. These Attribute Tables are the reason why most retro artwork involves heavy use of repeating tiled segments. This is an example of a nice RPG style town background made within the limitations. Things like roof tiles, grass, and the bricks on the bridge are composed of repeating segments of these blocks to save space.

The roof tiles on the smaller buildings all use the same tiles, but assign different sub-palettes to them to give them all a unique look. This is where sprite layering can come in. Sprite layering is simply splitting a sprite up into two separate sprites and then placing them on top of each other. The only major drawback of doing this is sprite rendering limits.

Once those numbers are reached, any further sprite tiles will not be rendered on screen. This is why many NES games would flicker sprites when there was a lot of them on the screen at once.

These limits are something artists need to be mindful of when they are layering sprites on top of each other because while it doubles the number of colors, it also doubles the number of sprite tiles on the same horizontal line.

This is an example of Sprite Layering in action. Starting from the left, is the original three-color version of the Ghost Pirate Sprite. Finally, you can see the result of layering the two pieces on top of each other.

Sprite layering can also be done with the background to get around the Attribute Table limits. This trick is generally used for static images, like story screens and character portraits, to give them a much greater color depth.

In order to do this, the artist would draw part of the image as the background and then layer sprites on top of it to fill in the rest. His green skull is being rendered on screen as a sprite, while his collar and hat are being rendered as part of the background. To explain the next major restriction of the NES, first, we need to circle back to the fact that graphics are stored in tiles.

Graphics tiles are stored in tile pages and tiles from these pages cannot be loaded into VRAM in different locations, so it becomes difficult to mix and match tiles from different pages on the fly.

Beyond just that restriction, it splits the tiles in half for sprites and background. That means it is only capable of displaying sprite tiles and background tiles at any given moment. This can become very restrictive if the artist wants to display a large variety of sprites and background elements. This is a visual representation of the background and sprite tiles of a game that are loaded into VRAM. The console cleanly keeps backgrounds and sprites loaded on separate pages.

In order to combat this limitation, the NES has a feature that allows the artist to break each page up into partial pages called banks.

For most games, these banks are either going to be 1K or 2K banks. A 1K bank equals one-fourth of a page or 64 tiles, while a 2K bank is half of a page or tiles. The artist must decide if they want to reserve the use of each type of bank for either Sprites or Background elements because both types of banks need to be utilized.

That means that you cannot have 1K banks for both the sprites and backgrounds. One page needs to use 1K banks and the other needs to use 2K. Generally speaking, most games tend to use 1K banks for the sprites and 2K banks for the backgrounds because background tilesets tend to be more static and need less in terms of on the fly variety.

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Re: download games depth scale

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Re: download games depth scale

Postby Mezisar В» 13.03.2019

Start with this overview of the latest download for Particle Systems. You can even go so far as to use the Post Processing Stack to add all sorts of cool retro screen games. For most games, these banks are either going to be 1K or 2K banks. Another example showing how to have multiple layers with a scale effect where the background layers move slower depth scae foreground. Weather is important too.

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Postby Nikogor В» 13.03.2019

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Re: download games depth scale

Postby Kagaramar В» 13.03.2019

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Re: download games depth scale

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Re: download games depth scale

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Re: download games depth scale

Postby Gozshura В» 13.03.2019

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