In the Lazur's 256 colour rendition, it is curious that they got the details in the front very well but messed up the third guys face completely.
The curious case of retro demo scene graphics
11–20 of 102 posts
Re: The curious case of retro demo scene graphics
#12Re: The curious case of retro demo scene graphics
#13Re: The curious case of retro demo scene graphics
#14>It's a place of refuge from the constant churn of increased efficiency Increased efficiency also seems to be part of its appeal. The limitation is you can't increase efficiency by just upgrading computer specs, but instead have to find innovating ways to use the existing resources as efficient as possible to make something great. These kinds of optimization or compression problems seems like something AI would be ve…
This is quite tone deaf - demoscene stands for creativity and resource constraint, and using ai cancels both in favor of resource intensive cognitive offload
Re: The curious case of retro demo scene graphics
#15Well - the edited image looks clearer in the rendition, but also more fake. So unless that was the goal, I prefer the more blurred image, simply because it is more authentic than that digital edit. Many AI images have a similar problem; they look very out of place. I noticed this in some games where AI generated images are used. The images look great but they simply don't fit into the game at hand or they have a style that looks alien. Case in point was mods for the game Baldur's Gate 2 EE, where these images are great but they look very outside-ish. And that's a problem that seems to be hard to get rid of from such generated images, at the least for most of those I saw so far.
Re: The curious case of retro demo scene graphics
#16Re: The curious case of retro demo scene graphics
#17Re: The curious case of retro demo scene graphics
#18Let's not forget that most of these pictures were made by teenagers, doing the best they could (and hoping others didn't know about Boris Vallejo). The demoscene was very young back then. Copying is generally considered pretty lame in the demoscene these days.
The hidden deciding factor nevertheless was time. And that affected the whole production cycle: coding, graphics, music, crunching, copying, spreading (postal services!).
We had way more snow back then and we enjoyed working on something for hours till the wee hours.
18 was a deciding factor because after that military service killed quite a few scener careers.
Have a look at all the pr0n stuff pixel graphics that were cherished by the young studs as well as all the scroll texts as well as early disk magazines or pictures of programmers in computer magazines, with lots of profanity and simply stating age competition: 14 years old scolding 13 years old…
Re: The curious case of retro demo scene graphics
#19As it happens I'm just on a train to Airbnb with large group of demoscene and fractal art friends, full week ahead of the Revision[0] demoparty! Hells yeah My top pick for pixel art would be anything by Made of demogroup Bomb, don't have a good link to hand sorry and need to change trains etc. Also check this amazing pixel art book: https://www.themastersofpixelart.com/ [0] https://2026.revision-party.net/
I made the images in Deluxe Paint when I was 16-18 years old. It was a lovely surprise to be contacted two decades later by the author who wanted to print them in this beautiful book among many far more talented artists.
Re: The curious case of retro demo scene graphics
#20Successfully integrating many disparate parts has always been the big ticket item. Dealing with the rough edges and making different ideas play together nicely is where all the value lives in most businesses.