Oldskooler is an expanding collection of retro gaming inspired visual effects.
Older game engines had limitations, and those limitations helped define aesthetics; Oldskooler helps you recapture a bit of that.
Current effects include:
Voxelization
Vertex Quantization
Pixelization
Stipple Transparency
Flicker Transparency
Vertex Lighting
Everything is meant to be drag and dropped into your existing materials, or used as a post process blendable. There’s minimal setup or technical knowledge required for immediate results.
That’s very kind of you, thank you! I needed that morale boost too after not making a single sale, heh… I’ll be submitting to the Marketplace once the documentation is in order so hopefully that will help.
Thank you! I’d describe it but it’s surprisingly simple and I want people to actually buy the thing haha. It’s still a “messy” effect in that it’s not enforcing strict voxels and usually ends up with a slope or spike here and there, but Minecraft does that all the time too so I figured it’s not too far off.
Don’t remember I’m afraid since I was jumping back and forth between several projects rather than working on one full time.
Just how long it takes me to finish the demo room/documentation and a few more improvements (few weeks?) + the marketplace approval time. It’s available on itch.io immediately of course for less than you’d pay on the Marketplace and you still get free updates. I might give discounts on itch for my other effect packs like CRTify and PreDigital for people who already own one of them too.
Hey, I just stumbled across this, and I love the effects you were able to achieve! Something I’ve been curious about is the ability to fake/replicate the look of affine texture distortion used by the PS1 due to its lack of a z-buffer.
Funny you should bring this up, it’s already in the plans! I’m working on getting the other projects in my signature out of beta right now, but once I do I plan to add this and other new features as free updates.
I absolutely love this asset collection! I just have a quick question and I apologize for being such a noob. What would be the best way to set light positions for the vertex lighting? Can we have multiple lightsources? I looked at the material on the sample object but the light position was hardcoded in there.