Комментарии:
Be funny to see how PS5 game look if had the same missing features the PS1 had like no Z-buffer.
ОтветитьI'm so bored of horror ps1 style games, but i'm never truly bored of seeing PS1 style games lol
ОтветитьThis devlog helped inspire me to make something like this but more... different and violent
ОтветитьTop dude
Ответитьim so in love with psx graphics..
Ответитьlow poly and pixel games test creators to push the boundaries of creativity and craft in this style, the best thing about it is it has low budget for talented indie devs, and it just take very low processing power for budget gamers, i can play a great full fledge creative original 2d or 3d game made in low poly or pixel with my weak pc and probably in my mobile device, this trends needs to be keep popularizing more and more
Ответитьi love modern adaptation of low poly graphics of ps1 n64, but we need more mid poly graphics style of ps2 gamecube wii also, and there are so much variety in it low mid poly, mid mid poly, high mid poly
ОтветитьGO GO GO
ОтветитьI actually found Aaron Young’s channel first and afterward your channel was suggested to me lol.
Ответитьhey mate your game looks awesome! i have loads of music stems, SFX and ambience that you can have if youre interested
ОтветитьIf you use the screen percentage setting to pixellate your game, also remember to set upscale quality to 0, as this will remove any smoothing. Disabling any advanced features like lumen, TSR, reflections, AO etc. is also a must.
Using the screen percentage will also make your game easier to run for lower end platforms as opposed to using a post process material on a full resolution game as that will actually make it more costly. Considering UE5 is already a beast of an engine, this might be something to consider.
Would be awesome if you went into a little more detail on the setup for the post processing setup, I'm having a hard time finding the ditheringMF option and Mask (R G) options not showing up for me?
As well as setting up the other material parts, connections, systems
Thanks!
how do i get the ditheringMF?
ОтветитьYou should show what the nodes actually do instead of having half of your post process material functions be collapsed
ОтветитьI can imagine a "liminal spaces" inspired playground working well for this ...
Ответитьwow, these graphics looks terrible, and I LOVE IT :D Really brings me back to games like Silent Hill, Tomb Raider and Metal Gear Solid which I spent many hours playing on the PS1. Looking forward to seeing more of your progress.
ОтветитьI really like the idea of capturing the asthetic while not limiting yourself to that era of technology. Like object deformity and advanced physics/animation.
ОтветитьCan you post a video showing how to create the dithering effect material function? Fantastic work btw!
ОтветитьI have worked on a ps1 style game before and I think you should leave affine texture warping out. PS1 developers and artists who are purists will hate it but I found with playtesting that retro horror fans who didn't grow up with the console find it the most jarring and nauseating effect. Affine texture warping warps closer to the camera and only ever existed on PS1 so its one of effects people are just not used to at all in a video game.
ОтветитьI feel the struggle. Carry on lone Dev
ОтветитьHi! You channel is great! I wanna figure out how to model something in maya in 3D and to make it pixelerated like characters were in retro games. Or it is better to do in the engine with textures as in this video?
ОтветитьHi there! I'm just starting out game development, I'm really drawn to the older style graphics/low poly horror games. Could you please explain how that skydome works?
ОтветитьGreat informative video
ОтветитьThank you for showing the jittering
ОтветитьIncredible stuff
ОтветитьMan this is awesome I’m a front end dev looking into making something with my own hands game dev related. And this is exactly the vibe of my idea! I can’t wait to see this series continue!!!
Ответитьlove this style
ОтветитьHello, thank you for showcasing some of this. Hope you're still happy doing what you're doing.
I'm kinda working on something similar but I've as a matter of fact run into a small issue. I see you're using more or less the same approach that I am for the pixelation and posterization but I'm having some issues with pixels flickering here and there. My guess is that it's Lumen.
If I may ask, what's your lighting setup? I'm currently using Lumen and my main lightsource is an ambient cubemap from a skylight. I'm not using anything other than that.
However, for testing and debugging, I've opened up a new project and the default level in 5.1.1 still has the same issue. As soon as I add the posterization to it, pixels start almost dancing around. If I remove the pixelation, it works. If I remove posterization, it works. Both just freak out and it's not very pleasant to look at. lol
Maybe I'm missing something in some settings somewhere. Thanks and keep it up!
Very cool idea with amazingly novel implementation. Gives me ideas ty
ОтветитьWhat texture sample nodes did you use? I'm trying the same nodes but the texture samples never look like the right ones. Can you tell me what texture sample nodes to use?
ОтветитьThis is cool! I'm trying to do a psx-esque horror game myself so watching this gives me inspiration. Subbed
ОтветитьI absolutely love the concept here. Reminds me of the bloodborne demake, great video!
Ответитьrespect
ОтветитьNever be finished? Well, yes, but imo it's easy style if we talk about basic post process effects and modeling, we just need ideas. You have an excellent beginning, so don't stop and continue your work as far as possible. Nice work, good luck! :3
P. S.: my recommendation, if you would like to empower retro feelings from playing horror, you can add VHS effect (as minimum, color effect) Also, you can add sharping effect, but it's unnecessary :)
I love how the PS1 artstyle is getting so much love, also, Id like to ask, do you think that the PS1 artstyle would play nice with a complex open world creature collector where you wanted a simple means to work on a world in which you can roam and just watch the wildlife and enjoy the world around the character?
ОтветитьLooks great! Now we just need a tutorial on how to achieve this ourselves! winkwink nudgenudge
ОтветитьThanks for the shout-out and good luck with your project!
Ответитьgreat start! i love to see more unreal devs going for an old school style
ОтветитьYou had me at "4:3 aspect ratio" 💛
ОтветитьVery cool, more of this
ОтветитьI love the PS1 effect achieved here, wish that was deep dived enough that we could achieve it ourselves.
Ответитьexcellent
ОтветитьAs someone who also has tons of project ideas that are sitting in my dusty notebook, i find just getting started is the biggest step. Hope to see more from this in the future, definitley nailed the ps1 aesthetic so far
Ответитьvery cool , i'd love to see more of the future game
ОтветитьSmart man finally making a game with the following & technology.
One heads up use a template dont code from scratch
lucky to see you uploaded haha, I'm currently watching your older tutorial series and I'm on #16 of your UE4 blueprint tutorial for beginners
ОтветитьAgain, thanks for the mention I appreciate it! I can't wait to see how this project develops... simply awesome!
ОтветитьMore of this please
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