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(+1)

Thanks!

I'll look into it and try to add a low resolution mode. What filter would you like to see?

The way the sprites zoom in are the responsibility of Unity's 3D engine. I didn't do anything about it. Changing this means I have to start over from scratch and build my own pseudo-3d engine, which I tried 14 years ago, but never finished.

Thank you for replying!

I want a scanline filter at least.

>  sprites zoom

Search for "Unity pseudo-3d" and I can find some articles, but does it sound difficult?

(+1)

Not only does it sounds difficult, it actually is difficult. I know, because I did it 14 years ago. I eventually managed to do it with the use of sin/cos, but using Unity's built-in 3d engine is so much simpler and more reliable.

I'm making a compilation video of all my iterations of my game. In the first fragment you'll see how it used to look like when I did it the hard way.

By the way: take a look at Outrunners, because in that game sprites are scaled like they appear in real life. It looks much more like my game.

As a matter of fact... I exported Space Harrier 1/2 to Genesis/Megadrive Mini 2, pseudo-3D is not as difficult as it sounds. :-)

It is quite simple than real 3D calculation. But it is difficult on Unity.

Anyway, I think it's fun enough as it is. I look forward to the future.👍