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mike🌵black @kurtruslfanclub
, 5 tweets, 3 min read Read on Twitter
quick thread on how I put these little fake games together cheaply
I made 64x64 textures for the mock-up, then split them into four quadrants of a 128x128

The quadrants are:
- seamless background
- static UI
- sprite layer 1
- sprite layer 2
I set up the material in Unreal to sample from the top-left quadrant and tile it at a rate I can set up per arcade machine

This lets me scroll upwards for shooters, left/right for side-scrollers, and diagonally for top-down games
Then I lerp on top the UI and the sprite frame

I alternate between the two sprite frames at a speed that I can set up per game as well, since some games will want to animate more quickly
lastly I sample from a CRT texture (repeated a bunch to give the right pixel size) and then multiply this by the layered pixel art
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