Pushing the Sega Genesis to Its Limits

All of this information is getting pulled from the following series of videos. If you are planning on doing anything along these lines, it is a great idea to not only read this document, but also watch the videos that are being referenced. They break down how to do these effects piece by piece in order to achieve these impressive effects: https://www.youtube.com/playlist?list=PLi29TNPrdbwJLiB-VcWSSg-3iNTGJnn_L   2-Color 60FPS Full Screen Animations https://youtu.be/c-aQvP7CUAI   Doing a full screen animation, even at two colors, at 60 frames per second would obviously be way too large to fit on a Genesis game. Even with compression it...
Read more →

Using Metatiles to Maximize for Retro Consoles

Tips for working with metatiles to maximize space in retro video games for optimal level design.
Read more →

Dithering Tips!

Dithering is the process of juxtaposing pixels of two colors to create the illusion that a third color is present. It is basically digital stippling because it is the creation of a pattern simulating varying degrees of solidity or shading by using small dots -- in our purpose, pixels. When using a darker hue, the denser the dots, the darker the apparent shade; when using a lighter shade, the denser the dots, the light the apparent shade. Since in most cases colors in a palette are limited, artists make use of dithering to maximize the use of colors. It is...
Read more →

Dook's VR Design Tips - Lessons learned ~200 hours into the matrix

Hey friend, I'm dook, a programmer/designer working on Another Reigny Day, A VR castle defense game for the HTC Vive. Designing games for VR can be a daunting task, since the medium is so new and always shifting. So we've compiled a small list of problems we've had, and solutions we've found to fix them. Quick disclaimer, I don't intend this article to be an authority on how to do things in VR, they're just things we've picked up along the way and that have worked for us. VR design is such a volatile and subjective thing that everything in...
Read more →

Improving the mixer interactivity authentication experience on PC

We recently finished our second game with Mixer integration, and wanted to share what might be a helpful resource for other devs in the future.  It's short and sweet! For the PC platform, users who want to enable Mixer interactivity in your game must first authenticate through a short key. This entails providing the user with a key, them visiting a website, and then entering the key. By default, the Mixer Interactivity for Unity plugin makes this process very time consuming by simply showing the key and the url to the user, without any accessibility shortcuts to speed the process...
Read more →