So for anyone looking into old school graphics programming, bit planes are pretty confusing when you don't understand why they exist. Two big reasons. First, it's about running memory chips in parallel to increase bandwidth. Image data was hard to get to the screen fast enough with hardware in that era. Second it allowed for simple backwards compatibility. Programs were used to writing directly to video memory, and i…
Amiga Graphics Archive
11–20 of 90 posts
Re: Amiga Graphics Archive
#12Re: Amiga Graphics Archive
#13Color cycling in the picture file format was so epic! Fun memory: I was with my best friend at another friend's place and his father called him to do some chore. He had to quickly mow the small lawn or something like that. So we decided to prank him: I don't remember all the details but basically we launched Deluxe Paint and simulated an Amiga "guru meditation" using a font that wasn't even correct (I think because w…
Re: Amiga Graphics Archive
#14I missed out on the Amiga (introduced in 1985) at the time, being an early PC adopter. Went from CGA (1981) directly to VGA (1987). In terms of colors the most popular VGA modes (320x200 or 320x240, 256 color palette, 18 bit color depth) are superior to the most popular Amiga graphics modes (320×200 or 320x256, 32 color palette, 12 bit color depth). But somehow Amiga graphics is still often nicer .
Now for the shameless plug... My game's protagonist is an Amiga fan and the Amiga has a little cameo in it: https://store.steampowered.com/app/3040110/Outsider/
Re: Amiga Graphics Archive
#15Re: Amiga Graphics Archive
#16I missed out on the Amiga (introduced in 1985) at the time, being an early PC adopter. Went from CGA (1981) directly to VGA (1987). In terms of colors the most popular VGA modes (320x200 or 320x240, 256 color palette, 18 bit color depth) are superior to the most popular Amiga graphics modes (320×200 or 320x256, 32 color palette, 12 bit color depth). But somehow Amiga graphics is still often nicer .
Re: Amiga Graphics Archive
#17Re: Amiga Graphics Archive
#18I also used that LORA and some video models to try to make a little movie with the same style[2]
Here's a guide on how to generate LORAs too if you're interested[3]
Finally, there's a DeluxePaint clone someone released that is pretty cool to play around with[4]
[1]: https://civitai.com/models/875790/amiga-deluxepaint-or-fluxd
[2]: https://www.youtube.com/watch?v=_18NBAbJSqQ&feature=youtu.be
[3]: https://reticulated.net/dailyai/creating-a-flux-dev-lora-ful...
Re: Amiga Graphics Archive
#19There’s something about the Amiga era font and graphic style that I love and I always feel is unique to the Amiga but had trouble pinning it down to a particular developer or graphics artist. Ruff n Tumble is a good example, with like chunky futuristic font, the strong gradients all over everything and even the colours. It’s not common to all games though.
Re: Amiga Graphics Archive
#20There’s something about the Amiga era font and graphic style that I love and I always feel is unique to the Amiga but had trouble pinning it down to a particular developer or graphics artist. Ruff n Tumble is a good example, with like chunky futuristic font, the strong gradients all over everything and even the colours. It’s not common to all games though.
Jim Sachs was one of the early masters. The Wikipedia article about him does not do him justice: https://en.wikipedia.org/wiki/James_D._Sachs
One amazing thing was that even after the Amiga became available, he continued simultaneously making great art on the C-64.