MAR1D: First-Person Mario
51–60 of 168 posts
Re: MAR1D: First-Person Mario
#52Lol, this is hilarious.
Re: MAR1D: First-Person Mario
#53TBH I was hoping for something a little more "realistic". I just see a line of squares moving around and seems unplayable.
Re: MAR1D: First-Person Mario
#54TBH I was hoping for something a little more "realistic". I just see a line of squares moving around and seems unplayable.
Re: MAR1D: First-Person Mario
#55“this site proudly uses no javascript”, nerdy sites that don’t use modern css and or modern javascript most of the time have subpar user experience, I don’t read past the first sentence, it traps yourself into a niche of developers who don’t mind an ugly Design tradeoff
In what way could you make the experience of this site better with js?
Re: MAR1D: First-Person Mario
#56Something I've never understood about 2D/Flatland as a "visual" idea: In the case of this Mar1d, if I'm on the X-axis, and can only see the Y-axis, wouldn't any amount of detail in the Z-axis constitute a 3D image? The Y-axis stretched even a single "pixel" along Z would make it 3D, right? Similarly, for Flatlandia: If I'm a 2D square on the X-axis, and can see "around" me on the Z-axis, wouldn't my ability to see an…
If you've ever played around with graphics-rendering — UV coordinate sampling, convolution, etc — then you know that you can think of a (2D) raster image as really being a grid of samples of what color you get when you look at the UV coordinate represented by the center of that grid-point on some underlying hypothetical continuous texture.
Which is to say: if you have a pixel-art image (i.e. one created at pixel scale, pixel by pixel, rather than created with continuous-art techniques and then scaled down), and you want to scale it up "conservatively", without making up any information that doesn't already exist in the image — then the right way to do that isn't to blow up the pixels themselves, nearest-neighbour style (as if the hypothetical underlying texture is a tessellation of infinitely-sharply-bounded little squares); but nor is it to stretch the image with bilinear/cubic/etc. resampling (as if the hypothetical underlying texture is a continuous blend from the color at the center of each sample into its neighbours.)
Really, the conservative approach to enlarging a pixel-art image, is to throw your hands up and give up — because you actually don't have the information for what occupies any UV coordinate of the underlying hypothetical continuous texture, other than the exact center-point of each grid square, where the pixel-art pixel sample is located. A pixel-art image, created from scratch as pixels, only really tells you what's at the exact center point of each grid-square. Every other possible sample-point in each grid-square is left undefined. If you picture an infinitely-small dot in the center of each grid-square, with the rest left "empty", that's the data you have about the "underlying image", from seeing a pixel-art image. Anything beyond that is "compressed sensing" — an inference, not a logical deduction.
But to directly address your point: you see pixels, because that's how the game has to be rendered — as a 2D extrusion — for it to show up on a screen for you to see. But in concept, the game is giving you a one-dimensional array of sample-points — a sampling of an underlying hypothetical one-dimensional continuous texture.
Re: MAR1D: First-Person Mario
#57Well, we see the world as a 2d projection BUT we (usually) have 2 eyes so we have some amount of 3d-info. Maybe mario has 2 eyes too, which would give him some amount of 2d-info. (Just like an MRI can construct a 2d slice from 1d info). So the first person game should have maybe a depth info on those pixels. What I mean, mario does not see only a line. He sees a silhouette of what lies ahead of him.
I think it would require one eye above the other to have depth perception in his 2d world. Eyes can’t even be side-by-side as that axis doesn’t exist. Having said that, the human brain is capable of reconstructing a 3d perception with only one eye through learnt understand and interpreting the picture change over time as you move. I image it’s the same for Mario, but in 2d.
Re: MAR1D: First-Person Mario
#58TBH I was hoping for something a little more "realistic". I just see a line of squares moving around and seems unplayable.
Re: MAR1D: First-Person Mario
#59Well, we see the world as a 2d projection BUT we (usually) have 2 eyes so we have some amount of 3d-info. Maybe mario has 2 eyes too, which would give him some amount of 2d-info. (Just like an MRI can construct a 2d slice from 1d info). So the first person game should have maybe a depth info on those pixels. What I mean, mario does not see only a line. He sees a silhouette of what lies ahead of him.