Felix masterfully deconstructs the PS1 aesthetic, proving that authentic retro charm is a result of deliberate technical precision rather than mere limitation. This is a sophisticated exercise in digital archaeology that perfectly captures the jittery soul of 90s gaming.
Deep Dive
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Deep Dive
Fixing the Gwimbly Video GameHinzugefügt:
I read through all of the ideas you guys gave me in the comments of the last video, and in this video, I'm going to be taking some of my favorites and putting them into the game. First things first, we've got to fix the jumping audio.
>> The sound right now is a little snippet of Wimblely's voice I took from the episode he's in, but it's slightly annoying to say the least. And since I don't have Zack Hel at my disposal, I'm going to get the next best guy.
So, in Fruity Loops, I basically just re-recorded the sound to try and be at least somewhat less grating.
And then I pitched it up and made it a bit more crunchy.
And lastly, I added a very subtle whoo underneath it.
I also redid the footstep sound.
And as a few of you suggested, I created a few variations at different pitches to make the audio less repetitive. So, now let's see how it sounds.
I've turned up the volume so you can hear it better, but it'll be quieter like this in game.
The next thing I'm going to add to the game is vertex snapping. This is that wiggling effect you see in PS1 games.
And the reason it happens is because the PS1 stores the location of vertices as whole numbers. So, when they move from point to point, they snap to the nearest pixel rather than gliding smoothly between them. Now, I would like to say I coded all of this from scratch, but there's literally just a toggle for it in the shader I'm using by Andrea Darnberg. This shader has so many other amazing features. So, if you use Unity at all, I'd highly recommend checking it out, and I'll put a link to it in the description of this video. So, here's what Gwimy looks like without vertex snapping. And here's with, it's such a simple addition, but it massively adds to the retro feel of the game. I also turned it on for the rest of the models in the game and managed to get it working with the terrain as well. It's fairly subtle at the moment, so I might increase the strength of the effect, but let me know what you guys think. Also, if you haven't already, make sure to like and subscribe if you want to see more videos like this. Now, this person suggested swapping out the coins for creamed corn, which I like. But this person who replied to them pointed out that although there should be creamed corn cans, the coins themselves were kernels of corn. So, I just simply swapped out the corn texture for a retro corn kernel texture I made.
And here's the creamed corn. And I also made a corn plant to go with it.
Humans with faces in their chest who supposedly populated Libya and Ethiopia.
The Blumier were mythical humanoid creatures with faces, specifically eyes and mouths, located on their chest or shoulders.
Maybe if I just make a little tweak to the skin tone. Yeah, that's good. And then give him a nice pair of shorts.
Hello, Mr. Frog. I think he's the perfect character to create our first boss fight with. And thanks to Power Up for the suggestion, cuz I actually got it from them, if I'm being honest. So, after downloading a 3D model of Mr. frog from Roger Ray's 582 on Sketch Fab. I brought it into ZBrush and made the polygons visible so I could get a better idea of its topology. The first thing I did was mirror the model to make it perfectly symmetrical because it's easier to work with that way.
After that, I enabled symmetry for sculpting and then just went over the middle seam with the smooth tool to spread the triangles back out a bit.
Then I use the move tool to stretch his arms out and make them more accurate to the length they are in the show.
With the standard sculpting brush, I removed his eyes because I'm going to add them back in later as a separate mesh. And then I did the same thing for his mouth by masking everything else, deleting his polygons, closing the gap, and then just shifting them about and smoothing over the rough edges.
To make the model go from modern to 1990s, I dropped the poly count all the way down to 496, which is a lot more accurate to games from that era.
With the model looking nice and low poly, I went ahead and moved some of the vertices around to get the shape even more accurate.
Now that the main body is done, it's time for the eyes. I brought in a sphere and scaled and positioned it. Then I lowered it polycount and duplicated it on the other side.
The last piece to put back is the mouth.
To do this, I just trimmed it off the original model and positioned it in place.
Now that everything's laid out, we've got to merge it all into one model and then unwrap it. And basically what this does is it spllays out all of the geometry onto a flat plane so that you can texture it.
Man, I haven't played out a frog like this since biology class. Am I right? So here I'm shifting around the mouth and eyes to try and get the most out of this square cuz that's going to allow me to get more detail out of the single texture. Now that that's done, I can give the model a rough paint job, which I'm going to neaten up afterwards in Photoshop.
And now let's apply the new texture. It looks good to me. So I'm going to go ahead and export the finished model as an FBX file and bring it into Miximo.
This is the easiest way of setting up the character for animation. All you've got to do is import your 3D model and then position a handful of markers on it, which tells the software where the skeleton should go.
So, as you can see, Mr. Frog is now rigged, and we can start choosing the animations we're going to need for the boss fight. I got to just try this quickly cuz uh I got to I got to make sure the bones do the the thing and the hit the hit joints are all in the right place. Anyway, what animations do we need? Well, we're going to need run, strafe left, strafe right, punch, and stomp, and idle. But I forgot to record that. So, after downloading all of those animations from Miximo, I made a duplicate of my slime follower enemy and swapped out the model and follow animation for Mr. Frog's. And this is what that looks like. Now, both the level and Mr. frog are very bare bones at the moment. So, I'm going to need to crack on and get to work fleshing out the boss fight.
Heat. Heat.
And after lots of coding and setting up all the animations, this is where we're at.
I'm pretty happy with it so far, but I've still got a lot to do like finishing the environment and adding audio to Mr. Frog. And I also might add a lock on targeting system like an Ocarina of Time. Thanks so much for watching and remember to like, subscribe, and maybe even become a member. See you next time.
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