Game
Blackthorne
4 years ago

Before get dirt on Unity, it's first necessary to understand how the game world was done on the original technology.

For this, we need to understand the size of sprites.


The Size of a Sprite


As suggested on ryiron post, each sprite forming the world of Blackthorne was made using 8x8 pixels. Each sprite can be vertically/horizontally flipped or rotated allowing it to be reused in many ways. In fact, this is also the same case for almost every SNES game developed back in the days.

image.png

The above image was taken from the original game emulated on EmuHawk. The resolution is the same from the SNES (256ร—224 pixels). To make things clear, a grid of 8x8 pixels was added after. That way we can see how tiles are re-arranged to make some variety.

Note that all sprites (or tiles) from the level can be joined together forming interesting structures. The red squares just show that.



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I'm starting a new fangame project today: https://gamejolt.com/games/blackthorne/599197

The level edition process for Cyber Space stage.

The process for each stage:

1. Get the stage reference using vgmaps

https://vgmaps.com/Atlas/PSX/MegaManX4-CyberPeacock-Area1.png

2. Rip all stage sprites and import to Unity, creating tiles

3. Place each tile using the Tile Editor

The past few months I was developing a side project to better understand how Mega Man X games work.

And this is the result of it:

https://bitbucket.org/nostgameteam/lua-game-scripts/

Using those scripts you can freely control the camera and player, show hitboxes, hide background etc

When starting a project to recreate any game is always a good call to research about the original technology powering it. This will help to understand better how the game works and how to implement it using new technologies.

Small video demonstrating the new 2D Light System for Cyber Space stage.

Notice how X is lit by the floor and other stage lights. This is done using the new Universal Render Pipeline.

Maybe a day/night cycle can be done for other stages.

After some weeks away, the first 0.1.0 version is available.

Working on some Post Render Effect for the Volcano stage heat distortion.

What do you think?

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower ๐ŸŒป, so do we improvise with this post you're reading. ๐Ÿ˜‚

What's coming out of your own improvs? ๐Ÿค”

#Pecaminosa | #IndieDev | #OST | #Jazz

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so hereโ€™s a guy playing the sax for some reason.

#screenshotsaturday