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

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

#41

$ 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

I would not have thought that youtube-dl worked on random websites. Thanks, the HTML5 player was buffering like crazy for me.

Here is a list of supported websites. https://rg3.github.io/youtube-dl/supportedsites.html

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

#42
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.

Somebody in the audience has recommended grafx2 as a modern open-source replacement:

http://pulkomandy.tk/projects/GrafX2

I've just downloaded it and looks interesting. Haven't ever used Deluxe Paint, though, so can't compare.

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

#43
post #23

Thanks for the submission. One thing I'm confused about. So, he said that in the animated scenes, the animation was done with palette shifting, and not separate components/layers. I understand that bit. However, how would the animation be done in the game? Does he mean that the palette shifting is implemented within the game, or is the palette shifting technique to easily and quickly produce art assets?

Video cards supported swapping palettes out in real time. http://www.effectgames.com/effect/article.psp.html/joe/Old_S... > Back then video cards could only render 256 colors at a time, so a palette of selected colors was used. But the programmer could change this palette at will, and all the onscreen colors would instantly change to match. It was fast, and took virtually no memory. Thus began the era of color cyclin…

The technique is even older than that -- most graphics modes on the 8-bit Ataris only supported a 4-color palette. To get more colors on the screen, you had to take an interrupt partway through the frame to swap out some of the colors and then put them back during the vertical blank to be ready for the next frame.

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

#45
post #32
post #31

Earlier quoted context omitted.

I think efficiency is the wrong term. Palatte shifting and limited color palates were born from the necessity of effeciency. Now he has to use an emulated DOS program to edit them. He uses an experimental web app to display palate shifting projects he created years ago and looks forward to the upcomming release of a pixel editor from the same author. Additionally, he expresses extensive configuration necessary, mostl…

I took away something different. He emphasized several times how Photoshop enables him to pull off pixel art style but without having to individually drop in pixels. He said that about the lighting templates, the dithering template, and the anti aliasing technique. I'd argue the mere mention of the word "template" supports this. In all cases, "not having to do one pixel at a time" seemed to be the primary advantage.…

The selection wand is nothing revolutionary, and likely works better for his purposes in the obsolete software. PS anti-aliases selections by default, so there's a specific example of a tool he's had to tune for his style of art.

The dithering template only exists because dithering is not a concept in PS; the DOS application has a dedicated dithered gradient tool.

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

#46
post #18

Earlier quoted context omitted.

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.game…

:O this is a bunch of memories for me.

I'm a few days late and nobody will see this, but I had to say - I'm also of the opinion that this is a truly amazing game.

Looks like it's available here: http://dedomil.net/games/2743/category/2 (or just Google for JAD/JARs of it).

You can run it anywhere (including I think on Android) using MicroEmulator.

If you like sidescrollers and pixel art, this game is a little cramped, but it made a real impression on me around 17-18 (I think it was).

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