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A Pixel Artist Renounces Pixel Art

dinofarmgames.com

141–150 of 194 posts

Re: A Pixel Artist Renounces Pixel Art

#141
post #122

Earlier quoted context omitted.

2025 startup idea: an app that seeds your inbox with dubious pharmaceutical offerings and impassioned pleas from exiled Nigerian princes.

Are you predicting an end to spam in 10 years?

Personally, I haven't received spam (with Gmail) in years. My university outlook account still receives a lot though.

Re: A Pixel Artist Renounces Pixel Art

#142
post #97
post #40

Earlier quoted context omitted.

When Half Life came out, it was amazing. I went back to retry it half a year ago, and it looked awful. And what was a wonderful intro sequence was now unskippable minutes of a slow ride past crude polygons and very low detail environments. It was interesting seeing how my opinions had changed.

I think Deus Ex offers a contrasting example. It's almost as old as Half Life (2000 vs 1998), but I think it ages better because the appeal is different. Story/dialog/writing/role-play don't go out of style as quickly as graphics/gun-play.

I replayed Deus Ex recently, and was surprised at how bad it looked, especially the character models. It was so bad that it was ruining my immersion.

However, my brain eventually forgot about this and I could continue play, and eventually I stopped seeing crude low-poly models and instead saw just "people".

Re: A Pixel Artist Renounces Pixel Art

#143

A big thing about pixel art and it's issues today is that what he mentions as pixel art, isn't so. I mean, he argues about the way the devices scale his art up and change aspect ratio etc. But on the other hand, he compares a picture of Yoshi at the end to an algorithmically smoothed version. However, Yoshi was never intended to look like the leftmost image. The thing is, pixels aren't square. In fact, when we played…

In fact, some emulators have modes to emulate interlacing/scanlines/etc.

Re: A Pixel Artist Renounces Pixel Art

#144
post #128
post #112

Earlier quoted context omitted.

Exactly. And also that it can't be loudness-warred to death.

"Loudness wars" has everything to do with mastering and very little to do with the actual medium. Yes, the onset of the loudness wars coincided with the rise of digital distribution, but you can master a record to be just as loud as a CD. On the other hand, you can't master a record to have as much dynamic range as a CD. That's why classical music enthusiasts tend to prefer CDs.

No you can't. A record cut that hot would make the needle skip out of the groove.

Re: A Pixel Artist Renounces Pixel Art

#145
post #122

Earlier quoted context omitted.

Are you predicting an end to spam in 10 years?

Personally, I haven't received spam (with Gmail) in years. My university outlook account still receives a lot though.

Please take some from my inbox. It's still most certainly a problem, even with Gmail.

Re: A Pixel Artist Renounces Pixel Art

#146
This is great! It reminds me of some of the stuff I did once upon a time. Here's a small collection of what I saved/salvaged over time[1].

We were a small group of friends who wanted to make a Harry Potter MMO (post-trio era, if anyone cares). Well, we did make it, but we were young, didn't know how shit about marketing and that stuff, and it never launched properly. So, the first M of MMO was never achieved, sadly[1]. I still know shit about marketing and that stuff, now that I think about it.

In the end there was a big (personal) argument and people divided into two groups and we parted ways on not-so-good-terms.

[1]: http://nino.miletich.me/public/pixel_art/ Note: not all of it is my work, in fact most probably isn't. I don't even remember what is what isn't; we colaborated on a lot of stuff. I was mostly the programmer/developer and not the artist for the project.

[2]: Maybe not so much sadly, since WB is apprantly very aggressive towards fan-made products that get a bit of attention.

Re: A Pixel Artist Renounces Pixel Art

#147
post #122

Earlier quoted context omitted.

Are you predicting an end to spam in 10 years?

Personally, I haven't received spam (with Gmail) in years. My university outlook account still receives a lot though.

As a teacher I've had the opposite problem: students whose email (sent from university email addresses) got caught in the SPAM filter. All of them had Russian names.

Re: A Pixel Artist Renounces Pixel Art

#148
post #120

Earlier quoted context omitted.

Vinyl in actual use has a much narrower range than CDs or MP3s. One things that is common, though, is for Vinyl to be mastered differently than the digital final result. So, it is entirely possible for the CD/MP3 release of a given song to have a much narrower dynamic range than a Vinyl release of a given song despite being released on demonstrably inferior technology.

That is simply NOT TRUE. Vinyl has been demonstrated to be able to cut and playback frequencies of up to 70khz, and many commercially released records from as far back as the 70s had data up to the mid 40khz range (and in fact this is required for quadraphonic playback).

http://wiki.hydrogenaud.io/index.php?title=Myths_(Vinyl)#Myt...

Re: A Pixel Artist Renounces Pixel Art

#149
post #91
post #68

“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distort…

Speaking of that 8-bit sound, check Rob Hubbard's outstanding composition for 'Monty on the Run' (1985) https://www.youtube.com/watch?v=4EcgruWlXnQ

A friend of mine composed a great list of chiptunes: https://www.youtube.com/playlist?list=PLtCIrnpefsWr_nJJENh9o...

Re: A Pixel Artist Renounces Pixel Art

#150
While I understood the obsession with pixel art, I never really emotionally "got it". For me, it is more about what to do with the technology available to do, and then making the best out of that. And that does not mean going photorealistic if you can, but just create a look that fits the product. XIII, Borderlands, World of Warcraft come to mind - competing products of the same time had a much more "real" look, but these titles actually stood out and aged well. The author mentions Grim Fandango, which is in the same vein. None of these is retro or pixel art, just done with an overarching style that is not at the maximum of what was possible at the games creation.
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