Game
Blackthorne
4 years ago

In the 90s, artists really need to get clever on how to creating art for games. From tiles to characters sprites, everything must be created in the most reusable way.


Creating Reusable Art

For example, the sprites for Kyle (the player character) are made using multiples reusable pieces.

image.png

On runtime, those pieces are joined together to create all the animations the player can execute on gameplay.

This technique saves a lot o storage space and, thus, was heavily used on the NES, SNES and even PSOne era (Mega Man X4, X5 and X6 used the same technique).

Thankfully we don't need to develop art in this way anymore with the increase of storage space and CPU power. Today, for almost every pixel game made, each sprite is stored in a single frame and animations are created cycling those frames.



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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

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

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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.

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

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.

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My instagram https://www.instagram.com/rojhonbb/

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