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11,000 種類を超える 5 つ星アセット

8.5 万人以上の顧客による評価

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すべてのアセットを Unity が審査済み

Martin Cietwierkowski
14件のレビュー
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お値段以上の機能
3 years ago
hyahoitaroバージョン 3.4.0 で
導入するだけでピクセルパーフェクトが簡単につくれるだけではなく、デモにあるようなものが簡単に実現できるようなかゆ~いところに手が届く機能がいっぱいある。 オフラインでも見れるリファレンスまでついてくるしそのリファレンスもUnity公式リファレンス並みに充実している。 Unityは使いたいが一行で、ソースだけでモノを描画したいそこの君に手放しでオススメできる。
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2
0
c
Up-To-Date Review, 08/19/2021, This asset... WOW
5 years ago
crushed_unity_dreams以前のバージョン 3.1.0 で
(current) This is the single most IMPRESSIVE asset in unity as far as I'm concerned for 2D direct render work in comparison to similar engines such as XNA, FNA, Monogame, Allegro, SDL2, Lua/LOVE2D, pygame, etc, etc. Benefits include: 1. Unity build support for multi-platform ready to go 2. In-engine only bogdown for extraneous testing or stress testing: meaning your game crashing/freezing due to spawning 600,000 entities won't load 8GB of memory or hog 90% CPU. (VERY MUCH OPTIMIZED) 3. GPU and CPU usage WAY down. 4. Freedom to code how you like, if you're familiar with code only environment, you're essentially free to do what you want, AB BB collision, material renderer, implementation of your own systems with renderer being untied and modified as you desire 5. Dev support since release 6. Fully fleshed out documentation, with pictures and local copy for use offline 7. FULL SOURCE code access! Can implement anything you want on top of the engine 8. excellent pixel perfect support 9. sprite sheet packer 10. TONS of examples to get you started!! 11. Single best 2D blit engine I hope this asset gets more publicity the dev truly deserves it, I don't understand why, its literally a class lib such as orx or raylib or SFML, or libgdx RIGHT INSIDE the unity game engine with new awesome features such as laser lines (for making a Teleglitch clone or summat) Dev, you need to post this thing all over the internet under some alternate forum account I dunno!! Maybe Unity will purchase it from you, I can't understand why it isn't bigger. running a test with 10,000 collisions I still saw only 3.2%-5% CPU usage on my machine, and minimal GPU usage, this was insane, even tho the game was running like 1-2 FPS, it did eventually processes them all. Essentially the more scope you have for a huge retro-sprite era project, the better this engine will shine. as always i am constantly experimenting with this framework and it is DEF worth money hope dev adds isometric Syndicate or XCOM UFO Defense/XCOM Apocalypse addon ill buy that too (old) still THE BEST(the best the best the best...) asset for this type of retro blitting work, or direct render usage work: 1. optimized 2. feature rich 3. amazing asset support 4. possibilities are not really limited 5. source code access to create your own addons 6. supreme documentation, like wowzers amaze 11-scale 7. rewards you the more you study and experiment 8. no more reliable on unity classes, imagine being able to just code retro style, IN unity, to be able to target any platform, FROM YOUR OWN CODE!! Theres just one class, you build the game using scripts and assets like ye old times. its amazing [Feature Request] hey dev, if you are reading this, PLEASE make a addon/separate asset (so you can get more monies thrown at you) to support Isometric tiled worlds, or ortho-to-isometric world projection conversion .. you know the games im talkin bout... (micrpose.. bullfrog.. ) also, it would be cool (as I am already doing this myself) if you can add some Separate Sprite Sheet Stack Que for .Render() methods in classes so its easier to batch entities from many different sheets while it being automatically batched each frame from any entity who needs a part or image rendered-- automatically. something like this: entityFlagMultiPart.Render() { RB.DrawSpriteQue(SpriteSheet1, Vector2i, etc, etc) //RB.DrawSpriteQue(SpriteSheet1, Rect2i, Vector2i, etc, etc) RB.DrawSpriteQue(SpriteSheet2, Vector2i, etc, etc) //RB.DrawSpriteQue(SpriteSheet2, Rect2i, Vector2i, etc, etc) } then this automatically ques the renderer to batch renderer que'd requests, onto stack and pop them at end.. anyway good work regardless and thanks for all youve done for devs like me!! 11/5 stars
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4
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パブリッシャーからの返信:
5 years ago に返信
Thank you so much for your great review! I'm thrilled that you enjoy RetroBlit so much! I've also toyed around with rendering queues in one of the projects I was writing in RetroBlit. I've been thinking of potentially adding this to RetroBlit, but it's not as straight forward as it may seem at first. If added it has to work under all use cases, and not become cumbersome or awkward to use. Some features of RetroBlit like setting custom shaders, switching between off screen and on screen drawing, and even camera and clip settings would complicate this feature, and I wouldn't want to disturb the simple nature of RetroBlit API too much. If I can think of a clean way to make this work I will consider it for a future version. Adding isometric support was also another thing I've been thinking about. It might also be awkward to fit into RetroBlit as is, because isometric maps have specific render ordering that's tricky to get right. Adding it as a separate package would make it easier as it wouldn't need to satisfy all use-cases then I think. It's a possibility :) Thank you for your suggestions!
B
Perfection
6 years ago
Blargenflargle以前のバージョン 2.3.1 で
Rarely are assets actually perfect. This asset is. It does everything it says it does, and it does it better than the competitors. This is a bit of a silly complaint considering what this asset is, but I wish it integrated with Unity better so I could use other tools with it more easily. However there are work arounds for working with other tools, so this isn't a significant downside. For me, what really kicks this from 4 to 5 stars is the customer support. I asked the creator of this asset 2 questions via email and recieved detailed responses within the hour. The responses included code, pictures, and nice explanations. The dev was even helping me with problems unrelated to the asset.... Wow. Thank you. Keep up the good work.
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7
0
パブリッシャーからの返信:
6 years ago に返信
Thank you! Enjoy the framework, and create something amazing with it!
N
Very very best
7 years ago
Norman_Reedus以前のバージョン 2.2.0 で
Early I love game maker - game maker studio and I wanted write code as gml-api. I create a project using Leo ECS and this render engine is almost independent of the unit api, but not without it and it turns out a very ideal work environment for me, as well as a very high speed of execution and development! I'm glad I bought this package. But you need to be careful, you almost completely deprive yourself of the unit editor, but this is a solvable issue with the help of the Eible script (lightweight monobichears).
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2
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パブリッシャーからの返信:
7 years ago に返信
Thank you for your review! I'm glad it's working out for you!
s
The best 2D framework for Uinty3D
7 years ago
splash5以前のバージョン 2.1.0 で
Trying a lot of different 2D framework on Unity3D and I think this is even better than the official one. V2.1 has supported PackedSprite makes this framework much easier to use. Hoping that there will be support for rotated sprite - makes the atlas can be much more smaller... and maybe supporting the atlas created from TexturePacker. And the 40bytes GC.Alloc seems like a Unity engine bug - has reported to the QA team.
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2
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パブリッシャーからの返信:
7 years ago に返信
Thank you for your review! I've considered rotating sprites when packing, but decided against it because the benefits are small in the average case, and it makes the sprite pack texture more difficult to work with in some cases (eg when you want to draw into the sprite pack texture to animate a water tile). I think I can still add this in the future but make it optional through a flag in the sprite pack definition file... Yes the 40 bytes of garbage per frame is unfortunate side effect of "yield". I could not find a better way to hook into the last "end of rendering" event. If that's your only garbage it won't be an issue in practice, it would take many frames before GC has to collect that garbage.
a
Want retro? Want pixel awesomeness? Want it hassle free? You've found it!
7 years ago
appymedia以前のバージョン 1.5.0 で
I came to Unity because we all know it's the 'industry standard' for game authoring. Nobody else matches Unity's platform support, consistency, editor tools, services etc etc. However, it's a 3D engine and whilst Unity have worked hard with 2D tooling it can still be very frustrating to work with. That gets even worse when you try a do anything pixel or 'retro'. From setting up a camera, asset import settings, positioning game objects in the editor, sub pixel rendering oddities etc it's just a pain. Sure, you can use yet more assets to plug up the missing pieces and help but to me it starts to feel a bit like a rickety platform to base your game on, adds bloat to your 2D retro game and still leaves you wondering if theres a better way. Other options exist outside of Unity in fact that are better suited to 2D but then you lose all the things Unity is much much better at. Enter FES! Totally SIMPLE to learn and fun to work with. If you've tried fantasy consoles like Pico8 you'll be right at home with FES and its API, except you obviously don't have any limitations like with Pico8. FES is a code only framework so you effectively lose the use of the Unity editor which might scare you but honestly try it out. Overall, I've been more productive without it! Maybe when you have a super awesome mega AAA title the editor would be a huge boon (and would make the clunky work around's for 2D more easy to digest) but back in the real world of most dev's FES is GREAT. Built in support for TMX files, spritefonts, and simple atlases etc so its not like there's no options if you if you really need some layout / level editing capabilities. Author is super responsive as well to queries and help requests, nothing not to like here, jump right in.
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6
0
K
A very excellent framework that enables you to make 2D-games in a code-driven style and works lightly
8 years ago
KAKUBOMB以前のバージョン 1.5.0 で
It is a Japanese game developer. Sorry for the poor English review. Unity is one of the indispensable tools in contemporary game development. But when you tried to make a classic style 2D game, In order to comply with Unity's way of doing it, There are things you have to throw away the way you are accustomed. That would be quite frustrating for experienced game programmers. It may also be a factor that keeps Unity away from veteran game programmers. By introducing this FES, you will be able to make games on Unity in a way that experienced game programmers are familiar with. Moreover, it is inexpensive. In FES, sprite is drawn from the sprite sheet read by simple procedure as in reference, and even if the resolution of screen changes, it is rendered very cleanly without pixel collapse. Moreover, the whole operation is very light. (By the way, I built a game for smartphones with FES, but it worked lightly even at high resolution.) Also, you can improve the game depending on your programming ingenuity. It is also possible to make shaders for FES yourself and improve the appearance of the game. However, with FES, some restrictions on function of Unity will come up. For example, · It can not cross multiple scenes because it works only with one Unity scene · Because of its own drawing system, it is difficult to use it together with assets of effects etc And so on. There may be some people saying "It's the same as using MonoGame." However, I think that the merit of choosing "Unity x FES" is quite large, because cooperation with Unity's useful services (multi-platform output, UnityAds, UnityIAP, CloudBuild, rich development environment) is very good. Also, the disadvantages listed above will gradually be solved by increasing the number of users using FES in the future. So, I want FES users to increase more! (When I contacted the author, he seems to be considering handling multiple scenes and multi-touch etc in the future) I wish for the development of this wonderful framework. (日本のゲームプログラマーへも広げたく 同内容の日本語レビューも載せておきます) Unityは現代のゲーム開発において欠かせないツールの一つです。 しかし、クラシックな2Dゲームを作ろうとしたとき、 Unityの作法に従うため、ときに遠回りを強いられたり、 慣れ親しんだやり方をあきらめないといけないことも多々あったりします。 それはベテランのゲームプログラマーにとって非常にもどかしい事であり、ベテランのゲームプログラマーからUnityを遠ざけている一因であるかもしれません。 このFESを導入する事で、ベテランゲームプログラマーが慣れ親しんだやりかたでUnity上でゲームを作ることが可能になります。しかも安価に。 FESではリファレンスにもあるように、簡単な手続きで読み込んだスプライトシートからスプライトが描画され、スクリーンの解像度が変化してもピクセルが崩れることなく非常にきれいに描画されます。Unity特有のもっさりした感じもなく、全体の動作が非常に軽快です。(ちなみにスマートフォン向けゲームをFESで構築しましたが高解像度でも軽快に動作しました。) ※マニュアルは英語ですがGoogle翻訳にてほぼちゃんとした日本語になるのと、アセット付属のサンプルの中身を覗けばほぼ理解できると思います。 プログラマーの工夫次第でゲームをよくしていくことができ、FES用のシェーダーを自作してゲームの見た目をよくすることも可能です。 ただし、 FESを使うこと一部Unityの機能上の制約が出てくるのも事実です。 例えば、 ・1コのUnityのSceneでのみ動作するため複数のSceneをまたぐ事ができないこと ・独自の描画系のためエフェクト等のアセットと併用が難しいこと などなどです。 「それってMonoGameと変わらないんじゃ?」という人もいるかもしれません。 しかし、Unityの便利な機能やサービス(マルチプラットフォーム出力、UnityAds、UnityIAP、CloudBuild、豊かな開発環境)との連携は非常に良好なので「Unity x FES」を選ぶメリットはかなり大きいと思います。 また、先に挙げたデメリットも今後FESを使うユーザーが増えることで徐々に解消されていく事でしょう。 なので、FESのユーザーがもっと増えて欲しいです。 (作者様へ問い合わせたところ、複数シーンの取り扱いやマルチタッチなどについて今後早期の対応を検討しているそうです) この素晴らしいフレームワークの発展を願ってやみません。
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6
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パブリッシャーからの返信:
8 years ago に返信
Thank you so much for your review and kind words! I wish you the best of luck with your released game and any future products based on FES!
p
Great code-based retro framework!
8 years ago
pdo77以前のバージョン 1.4.3 で
FES is awesome! Had I not already been so far down the path with another Unity 2d platformer framework, I would have loved to use FES! I wish I could go back in time and invest those hours into learning and extending FES instead of constantly having to adapt to breaking changes with each Unity version update. Thanks for such a great framework and please keep the enhancements going into the future! I'll be looking forward to using FES in the next big retro platformer assuming I ever finish the first.
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4
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パブリッシャーからの返信:
8 years ago に返信
I'm so happy to hear that you like the framework! Good luck on your existing project, and even more luck on your future project;)
K
Great asset for sprite and console style retro games
8 years ago
Kyaace以前のバージョン 1.4.2 で
Full disclosure: I got FES while it was on 100% sale (aka free). I got FES to make a text console style game in a game jam and it did about 95% of what I asked for with no difficulty. I hit a few edge cases (I was using legacy CP437 instead of the more common and forward-compatible ASCII, so those issues are likely in C# rather than being specific to FES) and had a small bit of learning curve but once I got the basics down, FES worked like a charm. Be aware that you'll likely need to make wrapper functions to make some of the console functions work in ways beyond what FES offers out of the box (in my case I wrote a quick function to make a foreground and background color using two FES.Print statements and a transparent fixed width font), but the framework is great and open so you can do so with a bit of programming. I fully intend to use FES again in future games. While I like Unity's base workflow for 3D games, it was nice to be able to pivot to the older style pure coding method, especially for a simple little text game or a 2D retro game.
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3
0
c
A unique way to make games on the Unity platform!
8 years ago
chronosv2以前のバージョン 1.3 で
パブリッシャーからパッケージを無償で受け取ったレビュアーがレビューを書いています。
Full Disclosure: I received my copy of FES for free in the lead-up to Ludum Dare 40 with a request to write a review. I took some time and evaluated the framework at my own pace and this is my honest opinion. If you've ever messed with a Fantasy Console, you're familiar with the gist of it. You're given limited resources, a set of tools and a programming API and can make a game within those restrictions. FES aims to bring a customizable Fantasy Console experience to the Unity platform, and everything is done in code and external resources as a result. The platform is well-documented and I could see being able to make fully-featured retro-style games with a bit of work. You can make your own custom console spec and design your games around it, and that's what really draws me to it. I've created a 64-color palette and decided on sound limitations that I'm going to use for my "console" and it's great that FES allows that to be possible. One of the coolest things FES brings to the table is the ability to dynamically scale a low-resolution game up to a modern resolution, so if you happen to be aiming for a particularly low-resolution implementation (or happen to be entering something like the LOW-REZ Jam (64x64) you'll still get something that fits that spec fitting in the requested resolution and looks nice. I've only made a couple prototypes so far but I really like what I see, and the developer is extremely responsive! And for the price ($15 as of this writing) I can't think of any good reasons not to at least give it a try.
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6
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パブリッシャーからの返信:
8 years ago に返信
Thank you so much for your review chronosv2! I'm glad your enjoying FES so far! Stay tuned for more features coming soon!
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8.5 万人以上の顧客による評価
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