1/27/2024 0 Comments Hyper light drifter sprite sheet![]() ![]() ![]() It's when you're trying to do lots of complex patterns and blend into lots of different colours and stuff, especially with games that are trying to look all "realistic", that your game can start to look crap if you're running it a too low a resolution on too big a screen. It's about having that very obvious pixel art vs a more smooth rendered look. It's probably partly why Miyamoto was never that fond of DKC's visuals in the first place because he could tell even then that they probably weren't going to age particularly well going forward.ĢD isn't the real factor here. If you're game looks something like Donkey Kong Country on the SNES however, where it's not actually clean individual pixels but more of a blended and rendered type of look, then it absolutely matters what resolution you run the game at, what scaling you do and what size of screen you run it on imo because the larger your screen gets and the lower the resolution, the more that's just going to look blurry and sh*t. Filters for example often slightly ruin the look of these games. Games like the original Super Mario Bros or say Yoshi's Island will always look stunning as long as you're not scaling or blending the pixels in such a way that it actually conflicts with those type of simple, clean, pixel based graphics in the first place. If you don't care about them not being organized, then you don't have to read any further if you don't want to because I'm gonna cover the harder way next.As long as you're using actual clean pixels with solid colours, the engine isn't blending between colours and that if you're scaling the game you're ideally doing so by some factor of two, so the pixels don't get stretched or distorted from their natural state, then it makes no difference what resolution you're running a typical 2D pixel based game at. Hyper Light Drifter was made with Game Maker, and generally games made with this engine have their data stored in a "data.win" file. ![]() Remember our ".data" file? That's actually a data.win file wrapped in extra lines of data. Because of this extra data it's unreadable by dedicated Game Maker-ripping programs (one of which we are going to use in a bit).įor this step you're going to need a hex editor (I am using HxD ). We are going to delete the extra data this part is tricky so read carefully. Usually hex-editing programs show somewhere the offset (the "location" in the file) of the byte you've highlighted. In HxD's case, it's in the bottom left corner. By default it automatically highlights offset 0 when you first open a file, the very first byte in the file. If you highlight more than one byte HxD will show the first and last offest you've selected at the bottom of the window, under a "Block" label.įirst we are going to delete the unnecessary code at the beginning of the file. Highlight offest 0 to 3A6F3 and delete it using backspace. ![]() It's a lot of code to select, so to speed things up HxD has a select option to automatically select the block of code you want, using the beginning and ending offsets. String texFolder = GetFolder(FilePath) + "Export_Textures" + Path.DirectorySeparatorChar Make sure the window looks like this, with your beginning and ending offset entered, before you click "OK": Click the "Edit" tab, and click "Select block". ![]()
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