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

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11–20 of 46 posts

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

#11
He mentions Deluxe Paint II; I was fortunate among my PC owning friends to have that rather than PC Paintbrush. It was one of those rare tools that was so well made for its purpose as to make it hard to describe what was so good about it. Plus it shipped with several tutorials and a very complete manual.

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

#12

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. Th…

Mark Ferrari also teamed up with Ron Gilbert and Gary Winnick (et al) to create a new 2D adventure game called Thimbleweed Park[1] (No affiliation!) - awesome backgrounds by Ferrari!

https://blog.thimbleweedpark.com/

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

#13

  $ youtube-dl http://www.gdcvault.com/play/1023586/8-Bit-8 Bitish-Graphics
  [GDCVault] 8-Bit-8-Bitish-Graphics: Downloading webpage
  [GDCVault] 8-Bit-8-Bitish-Graphics: Downloading XML
  [download] Destination: 8 Bit & '8 Bitish' Graphics-Outside the Box-1023586.mp4
  [download]  61.0% of 714.86MiB at 12.99MiB/s ETA 00:21

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

#15

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.

  I can't believe how little crowd reaction there is
I'm guessing he has a mic, the crowd doesn't.

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

#16
Thanks for submission. Inspiring also outside 8bit and 8bitish art:

  Environment was small enough that you actually could think about it.

  8bit art is mentally and creatively manageable space to work in.
It is not the first time I hear this advice. If you want to be creative, work under constraints.

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

#17

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. Th…

I'm following this game https://www.kickstarter.com/projects/1183462809/paradise-los...

Called paradise lost, and the trick the graphic team are using to fit 8bit pixelated graphics to the modern taste are incredible, like having to tweak animations so no parts ever move half a pixel, which influences walking speed and dozen pther things. Their blog is quite informative.

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

#18

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. Th…

I'm following this game https://www.kickstarter.com/projects/1183462809/paradise-los... Called paradise lost, and the trick the graphic team are using to fit 8bit pixelated graphics to the modern taste are incredible, like having to tweak animations so no parts ever move half a pixel, which influences walking speed and dozen pther things. Their blog is quite informative.

Looks like an interesting game. Reminds me a lot of the 2D J2ME version of Splinter Cell: Pandora Tomorrow by Gameloft.

Screenshot: http://www.gameloft.com/common/products/60/us/web/screenshot...

I attempted to find an official page for the game but couldn't find any. Instead, I found a bunch of documents about the Gameloft business.

https://media01.gameloft.com/web_mkt/corporateV2/pdf/en/Refe...

https://media01.gameloft.com/web_mkt/corporateV2/pdf/en/Game...

http://media01.gameloft.com/web_mkt/showcase/news_images/new...

https://media01.gameloft.com/web_mkt/corporateV2/pdf/en/Resu...

https://media01.gameloft.com/web_mkt/corporateV2/pdf/en/GAME...

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

#19
post #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…

Amstrad CPC!

Just the other day I cooked up a legit Mode 0 "Monster Land" mockup after rediscovering the appalling Spectrum-port original.

http://boingboing.net/wp-content/uploads/2016/04/wonderboy-a...

Working with true 8-bit pallettes is fun; working with 2x1 pixels is "fun"

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

#20
post #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.

You're not the only one who thinks fondly of DPaint!

shameless plug: here's the paint program I've been working on:

http://evilpixie.scumways.com/

(the most up-to-date code is the 'rgba' branch in github: https://github.com/bcampbell/evilpixie/tree/rgba )

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