Live data from Hacker News

8-Bit and '8 Bitish' Graphics [video]

gdcvault.com

1–10 of 46 posts

Re: 8-Bit and '8 Bitish' Graphics [video]

#2
I almost overlooked this link. The presentation is very nice. It starts with an evolution of 8 bit (256 color palette/EGA) images at Lucas Games, from simple to dithered to more advanced (and impressive) animations based on palette-shifting.

It then uses the metaphor of "Renaissance" vs. "Renaissance Faire" to talk about an 8-bit style, which doesn't have to reproduce the exact details of 8-bit colors, but rather the aesthetic - "8-bitish art". Followed by details of how to do it.

Re: 8-Bit and '8 Bitish' Graphics [video]

#7
It seems with graphics and especially with games, there are two uses of "8-bit graphics"

- One, like this, refers to 256 color (or less) graphics

- The other, refers to graphics made using the constraints of real world common 8-bit computers (in the US, the Apple ][ or C64, in Europe, the ZX Spectrum and Amstrad CPC, etc) or 8-bit consoles, such as the NES and Sega Master System.

There are a lot of games which try to emulate these styles, and there are very few true accurate 8-bit (or 16-bit in the case of SNES, Genesis/Mega Drive, Amiga, ST) games. I always appreciated the constraints of having small amounts of memory and so few colors to play with when I was messing around with my Amstrad CPC as a kid.

Re: 8-Bit and '8 Bitish' Graphics [video]

#8

An amazing talk, especially if you were gaming at the time. I can't believe how little crowd reaction there is to some of the things he's showing, eg. the cityscape reveal in the Storm game screens.

Deluxe Paint II enhanced had a demo of two images in one with palette shifting that shipped with it.

It really is a phenomenal program. I had to do some pixel-art drawing c.a. 2000 and found nothing remotely as good; fortunately I still had a machine that would boot to dos and my copy of DPII.

Re: 8-Bit and '8 Bitish' Graphics [video]

#9
Another example of how constraints drive creativity, interesting ideas and algorithms.

It's always interesting to me where this appears - you see a ton of it from Carmack in "Masters of Doom" and it's happening again with current hardware in VR.

There's probably something to be said for purposefully setting up constraints that otherwise wouldn't need to exist in order come up with something interesting - and learn more faster.

Re: 8-Bit and '8 Bitish' Graphics [video]

#10
Actually leveraging the power of palletized graphics has been a lost art for well over a decade. Mark Ferrari is the only person I know of that I can call a master of that art.

When I was working on PlayStation 2 games, it was frustrating that all of the artists I worked with were creating textures that would ultimately end up palletized, but none of them had any concept of the techniques presented here even then. These days GPUs are getting powerful enough that I occasionally see kids reinventing these techniques using tricky shaders from first principles without knowing that they used to be the only way to get things done.

In the HN circles you have a chance to be familiar with Ferrari's work through [1][2]

[1] http://www.effectgames.com/effect/article.psp.html/joe/Old_S...

[2] https://news.ycombinator.com/item?id=3890267

But, in gaming circles, you might be more familiar with his work in Loom, Secret of Monkey Isle and Indiana Jones and the Fate of Atlantis.

Post reply on HN