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File: 1608527572310-0.png (179.18 KB, 266x242, Metal Slug 3 hermit crab.png)

File: 1608527572311-1.png (3.48 MB, 224x320, rayforce laser chain.png)

File: 1608527572311-2.gif (20.41 KB, 502x408, Raphael the Raven.gif)

 No.572

2D pixel art > modern 3D art

No matter how high a resolution you render at, no matter how many bloated lighting effects you shove into a game, you will never be able to compete with the love and care put into hand-placed pixels.

Prove me wrong. You can't.
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 No.576

File: 1608527573100.jpg (48.71 KB, 595x335, false_knight.jpg)

>>572
Pixel gang btfo, hand drawn 2D is clearly the most beautiful
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 No.577

>>576
website ate this second pic
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 No.578

File: 1608527573350.jpg (110.13 KB, 300x300, vomit blood.jpg)

>>576
>vector graphics
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 No.579

File: 1608527573454.jpg (201.48 KB, 2000x1132, Gris-2.jpg)

>>578
>Yes
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 No.586

>pixel art in 2020
Borderline LARP at this point.

It's CURRENT YEAR we can use hand drawings now like in Cuphead instead of appealing to crusty boomers with a fetish for blocky tiddies.
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 No.587

>>586
Metal Slug looks way better than Cuphead.
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 No.589

>>587
Metal Slug is an exception. Most pixel art games look like VVVVVV.
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 No.590

>>587
It plays better too. Cuphead devs don't understand arcade design.
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 No.600

>>572
I lost a game to pixel art. A game I worked on for 3 years in my free time. My colleague, who was doing all the art, decided early on that the characters would be realistically proportioned humans in exquisite pixel art style. When we realized we would need to make them paper dolls that changed appearance with their equipment, he took it on too.

Every new animation needed to be drawn in pixel art for every piece of equipment, and every new piece of equipment needed frames for every animation, leading to an explosion in workload. I had to build a sophisticated asset system just to import the thousands of source images into the game. He kept it up for a long time but it eventually broke him and we had to let the whole project die.

SNK similarly almost went under multiple times sticking to their detailed and extremely expensive pixel art style. Despite my bitter experience it remains my favorite style, and 3D, no matter how beautiful, can never compete.
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 No.601

File: 1608527577420.png (9.01 MB, 3840x2160, minecraft-with-rtx-beta-im….png)

Really? How can you say that when Real time Raytracing in 4K resolution is now on the horizon for games?
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 No.602

File: 1608527577837.jpg (975.61 KB, 2722x3629, 1SJcpxc.jpg)

Its literally impossible for you to enjoy pixel art
You will never see it the way it was intended. All you can do is a pathetic imitation. Even this image, you might think it looks good, but your sense are being deceived. You can only see a digital interpretation of an analog signal.
You're pixcels, you will NEVER have true pixel art. Its truth, inaccessible to you, forever.
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 No.603

File: 1608527578041-0.jpg (102.75 KB, 500x467, tumblr_inline_phiweennTb1w….jpg)

File: 1608527578041-1.jpg (84.4 KB, 500x500, tumblr_d6e63477c1c977cfb96….jpg)

Once the industry switched from hexadecimal to graphic editors, it wasn’t rare for graphic designers to have not one but two screens on their desk: a computer monitor and a CRT, the second one being used to display the result of the work made on the first one. It’s hard to tell whether this was a standardized practice or not, but we know that many developers, graphic designers as well as programmers, used that technique, from Kazuko Shibuya (Square) and Akira Yasuda (Capcom) to the developers behind Thunder Force IV (1992) who used many CRTs to take into account the specifities of each kind of screen. Masato Nishimura, graphic designer in charge of the backgrounds from Sonic CD, mentioned something he had been told about the first Sonic the Hedgehog (1991): the developers used up to 3 CRTs to previsualize the game and see how were rendered the scrolling and blur effects.

This practice can be explained by at least 3 reasons. The first one is related to the differences in rendering between a computer screen and a CRT, the pixels look generally sharper on a monitor. The second one lies in the specificities of each machine: display resolution, shape of the pixels (rarely as square as one would expect), rendering of the colors -the red color bleeded on the others on Mega Drive, it was recommanded to add neutral colors around to compensate. The third reason is related to the second one but also concerns programmers: a workstation doesn’t necessary simulate every aspect of the machine for which a game is being developed. For example, the parallax scrolling effect featured in the Mega Drive game Thunder Force IV couldn’t be tested on X68000.

Some graphic designers toyed with these specificities and mastered the 0.5 dot technique. The word “pixel” translates in Japanese to “ドット” (”dot”). It seems that Hiroshi Ono (AKA Mr Dotman) was the first to use that word to describe his work, talking about dot-e (ドット絵, the “e” is the same as in “Ukiyo-e” and means picture) and dot character (ドットキャラクター or ドットキャラ) in the February 1983 issue of Namco NG.
“It’s a technique where by slightly changing the color of surrounding pixels, to the human eye it looks like the pixels move by around 0.5 pixels.” explains Kazuhiro Tanaka, graphic designer on Metal Slug (1996). His colleague Yasuyuki Oda adds that “Back in the old days, we’d say [to our artists] "add 0.5 of a pixel”, and have them draw in the pixels by taking scanlines into account. But with the modern Full HD monitor, the pixels comes out too clearly and too perfectly that you can’t have that same taste.“
Ayano Koshiro (Streets of Rage 2), Eiji Koyama (Galaxy Fight), Yoshinori Yamamoto (Marvel Vs Capcom) as well as some people who worked with Nobuyuki Kuroki at SNK said that they used this half pixel technique back in the day. Tatsuro Iwamoto, graphic designer on the first episodes of the Phoenix Wright / Gyakuten Saiban series released on Game Boy Advance, explained that he took account of that (sometimes unwanted) effect on Nintendo’s portable console.
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 No.606

>>603
>Kazuhiro Tanaka, graphic designer on Metal Slug (1996)
I have been trying to unmask the legends behind the sprite work in IREM and Nazca games for ages and this is the first I have ever heard of this guy's name. He's one of four people, but which one? It doesn't seem likely that he's Akio (lead sprite artist) or Susumu (lead background artist), since I don't see his work on a number of IREM games mentioned in interviews. KOZO might be possible, but he also worked on Dolphin Blue, which was a hideous 3D game. Could this be Tomo/Tomohiro?
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 No.607

>>601
That picture is the very definition of a polished turd.

>>602
Pixel art was born out of material necessity. It was a compromise for the technology available.

People willingly creating pixelated assets to play in their 4K LED screens are simply LARPing to say the least.
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 No.608

>>590
Huh?
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 No.625

>>602
I own multiple CRTs though, both 15KHz for consoles and 31KHz for old PCs, I see the pixels exactly like they should look like and it BTFOs modern games any day.
Modern games also look better on CRTs even at lower resolutions, btw.

Anyway, even in the 90s we had 2d games on LCD screens on portables, so claiming modern pixel art is somehow not authentic is not completely true.

>>603
>differences in rendering between a computer screen and a CRT
Bruh the computer screens they were using in 1992 were CRT as well. The real difference from consumer TV they had to account for was the connection since most were using composite, and PC and arcade graphics looked exactly as they would look in the editor.
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 No.1500

>>603
>computer monitor and a CRT
>computer screen and a CRT
>>625
>Bruh the computer screens they were using in 1992 were CRT as well.
LOL yeah other poster is being silly
>The real difference from consumer TV they had to account for was the connection since most were using composite
That too, but also (aside from interlacing, NTSC/PAL artifacts, and lower resolution) TVs used much cheaper CRTs than monitors, so you had to take into account hideous color bleeding, wonky subpixel geometry, and slow phosphors.
>Modern games also look better on CRTs even at lower resolutions, btw.
That's because LCDs are just generally awful in every way except sharpness. Hopefully some variant of LED will kill them and we'll be able to see blacks/grays/colors/motion/off-center properly again.

Though I guess that won't fix the decade+ of content (especially hideous color grading) authored by artists who can't actually see what they're doing.
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 No.1503

File: 1608527695893-0.png (994.01 KB, 768x968, orange-and-teal-at-play.png)

File: 1608527695893-1.jpg (24.59 KB, 910x382, driive.jpg)

>>1500
>Though I guess that won't fix the decade+ of content (especially hideous color grading) authored by artists who can't actually see what they're doing.
I remember back when artists were still sticking to the CRTs because they still cared about that sort of thing. They used to have devices that you aimed at the screen to analyze the color output so you could match it perfectly to the print.

A related non-sequitr. I was ranting about the movie Drive and among its many flaws, how badly it was color graded, so I was looking it up, and lo and behold the director is literally fucking color blind. I feel like it's the whole "ref is legally blind" joke. A director that can't see color. I was thinking a secret cabal of color blind directors was the culprit but maybe you are on to something with the switch to LCD. But then again teal orange looks like shit on my LCD too.
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 No.1504

File: 1608527696082.jpg (262.04 KB, 964x506, HowColorBlindSeeTheWorld.jpg)

>>1503
Motherfucking image eating website. But notice how color blind people see the world is basically how Hollywood likes to color grade their pictures now. The color-blind director cabal is real.
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 No.1505

stupid tread, there are good pixelshit nowadays, you are a hater
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 No.1506

File: 1608527696313.png (727.63 KB, 792x693, pixelshitman.png)

>>1505
>expectations dropped so low by pixelshit
>can't even imagine actual pixel art anymore
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 No.1507

>>1503
>lo and behold the director is literally fucking color blind
https://en.wikipedia.org/wiki/Nicolas_Winding_Refn#Directing_style
>Refn's color blindness has influenced his style: "I can't see mid-colors. That's why all my films are very contrasted, if it were anything else I couldn't see it."
Real life is beyond parody
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 No.1508

>>1506
play Zero ranger or devil engine

also steel assault is coming soon™

you are probably a fucking idiot that doesn't even bother to look for things that appeal to you on the fucking internet and is content trashing on things, do that on twitter
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 No.1509

>>1508
No, just someone who wants cancerous trends to die. Pixel art is a legitimate style, not a crutch for the incompetent to lean on and excuse their failure.
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 No.1510

woah bro how do I download that gif
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 No.1511

>>1510
you right click on it and select "download grafik" or what every it is in english
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 No.1514

nah it doesn't work it only downloads png with black circle
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 No.1516

File: 1608527697387.jpg (145.19 KB, 774x963, Zizzek.jpg)

Ok, I guess I am just gonna drop some of my hot takes about graphics:
AoE2, an RTS from the 1999's, looks better than than every single other RTS up to basically Starcraft 2. Even Dawn of War 2, which came out a whole decade later, looks like shit in comparison when you look from the modern day. The lesson? If you can't use 3D competantly, or if it doesn't add anything, don't do it.
Le realism meme is a fucking waste of time. First, it never did and most likely never will look real. RDR3, the single most over-designed game probably ever tried its damnedest, but the characters still unmistakably aren't real humans, not even close. And the worst part is if you fuck up at this goal, which seems pretty common, you'll create uncanny valley abominations (ME:A, to some slight extent Control come to mind). While it is nice to see graphical fidelity improve over time, this does not mean that you need to bend over backwards for perfect realism.
WoW is the single best looking 3D game right now, and basically was for as long as it existed. This relates back to the previous point. 3D is not a good method for realism, so why not scrap the idea and embrace the strengths of such graphics? WoW, through the use of highly stylized and cartooney graphical design shows this.
Don't do graphics for graphics sake. Pretty obvious point I believe. Does anyone remember "Rise: Son of Rome" or "Order [19th century date]"? Not really, because they were only there to show ebin new tech. However, let's then look at the previously mentioned Control. At first glance it might seem that it too is only a glorified graphical presentation, however here the tech doesn't come as a detriment to the other content of the game, and comes as a nice complement to it.
The "let's just don't care about graphics" argument is pretty stupid. While there is validity to the point, primarily that a ton of modern games are golden graphics-glazed turds, it doesn't change the fact that Dwarf Fortress, the game adhering to this philosophy, is pretty fucking unplayable without modded tilesets, and even then, due to how even these are pretty rough, have it's over-simplistic graphics hurt the over all enjoyability.
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 No.1521

File: 1608527698052-0.png (2.85 MB, 1920x1080, ff14characters.png)

File: 1608527698052-1.png (3.21 MB, 1790x1003, ff14.png)

File: 1608527698052-2.gif (3.74 MB, 444x250, sekiro.gif)

>>1516
>WoW is the single best looking 3D game right now, and basically was for as long as it existed.
I am pretty sure this is either bait or you are posting from 2004, but I'll reply anyway.

Have you not seen BotW? Sekiro? If we're strictly discussing MMOs, FF14 crushes WoW when it comes to art and has been doing so for 10 years now. Even GW2 looks much better. It always bored me that the armor/clothes in WoW were all strictly confined to the shape of the model itself (except for head and shoulder armor). The pieces do not "pop out" of the model. It makes characters incredibly dull to look at because their silhouettes are all more or less exactly the same.

Compare with this FF14 screenshot. The armor is original and much more interesting to look at, the silhouette varies wildly between characters with the same base model. That's not even mentioning the environments, which also look better than WoW, and guild housing which has an enormous amount of cool items to decorate with.

But anyway I agree with you wholeheartedly that realism fucking sucks, as does the barrier to entry for DF. I can't play Path of Exile for the same reason, it looks hideous.
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 No.1531

>>1516
>if it doesn't add anything, don't do it.
I agree with this point, but you also can say the same about pixel shit. Company of Heroes for example is a 3D RTS by design and would not work as a 2D game no matter how pretty you make the pixel art (or hand drawing). In contrast, in Age of Empires III the 3D didn't add anything but unnecessary and tedious camera management, reduced the size of maps (muh circles) and was probably a cynical business decision to move graphic cards in the mid 00s.

>WoW is the single best looking 3D game right now

Wait you're absolutely delusional lol.
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 No.1536

File: 1608527700140.jpg (144.21 KB, 1280x720, Hovernet2.jpg)

>>1531
>Company of Heroes for example is a 3D RTS by design and would not work as a 2D game no matter how pretty you make the pixel art (or hand drawing)
A great example of this is UFO:AI, an X-COM knockoff built on the Quake II engine. Though just a normal overhead TBT game UI-wise, it uses the the 3D models to determine where bullets hit and contact explosives detonate using 3D collision detection, stealth/visibility, and physics simulation with level geometry to calculate how things like grenades bounce and roll, instead of just doing tabletop-style dicerolls. This also means switching to a soldier's 1st-person view to check LoS/LoF is sometimes useful.

As such, UFO:AI using 3D graphics, even when inspired by a game (X-COM) that was already mechanically 3D using 2D graphics, adds something that would be mechanically impossible with 2D graphics.

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