I thought it'd be fun to run a few little effects to simulate a pixel style project. Here I'm mixing pixel density between the characters and the world while lowering the FPS of specific animations to get that flip book aesthetic in #UE4. Lets look at how! #UETips
So the core of this is in the post process. We have a really simple one going here that gets the size of the screen and then kinda breaks it into little squares (by multiplying, flooring and dividing) to sample one colour per square which gives us the pixelation effect.
The cool thing here is that we can use what's called "Custom Depth" to tell the engine to render our characters depth to a separate pass and then apply a *different* pixel density to anything that has custom depth! Neat, right?
So how do I get the animations playing at a lower frame rate? Well.. uhh.. don't judge me but I'm just telling the component to tick at a lower rate like so. That's it. Let they who has not made a programmer squirm cast the first stone.
To get the flowing water feeling kinda frame-y it's a pretty simple trick: if you get the current time you can multiply it by a number, floor that (which removes the decimal place) and then divide it by the original number to create a flip book style effect.
Aside from a super tight FOV and a distant camera that's all I really did here! Props to @Emre_C_Deniz who inspired the post originally after a discussion we had. You can check out some of the cool 2D #UE4 work he has been doing here! https://twitter.com/Emre_C_Deniz/status/1244081861405507591
You can follow @HighlySpammable.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: