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BloodbornePSX

Relive the first few hours of the PS4 classic, rebuilt with PS1 aesthetics! · By LWMedia

What Game Engine Did You Use?

A topic by Dolphin Dive Games created Mar 19, 2022 Views: 2,166 Replies: 8
Viewing posts 1 to 3

Hi, so Im trying to make a similar game to yours in a psx style and I was wondering what game engine you used.

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UE4 was used in this one.

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UE4, Unity and Godot all have tools to get the PSX look down more or less accurately nowadays.

Any shaders or ways you could reccomend for unity?

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Sure, although note that I have yet to make anything with any of them myself so I can't say which option is the best. I've only read up on it since I intend to move from 2D to 3D dev soon-ish.

For shaders there is PSXEffects which seems very complete in the amount of things it can do. (There's two other paid ones in the asset store, but this one lists a lot more features.)
https://assetstore.unity.com/packages/vfx/shaders/psxeffects-132368
There is a free shader that has less things in it but might be good to test the waters of that style.
https://assetstore.unity.com/packages/vfx/shaders/psx-shader-kit-183591

Then there is an entire render pipeline created by a guy in the Haunted PSX community that might be as good as PSXEffects but might also be harder to set up (but is free)... but like I said, I've yet to use any of these, I've only made 2D games. Best to just try them out I guess.
https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx

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thanks very much, ill take a look at them when i get the chance

So I have been considering buying PSXEffects, would you consider it worth it?

It does seem to have every aspect of the PSX I can think of and has a very good demo video showing all options in action. It also seems to be the most commonly used and that has to be for a reason right?

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Might be worth noting that you probably want to take some extra care to research if you want to use URP or Built-in RP. I ended up switching off-of URP because almost all retro shaders/effects were not available for it.