Earlier quoted context omitted.
I'm jealous of your memory capabilities, and I certainly remember that at some point it was nearly impossible to make website looks in similar way in Netscape and IE. At the end, there was something like acceptable variation in page view for different browsers.
The rendering differences were at least as much IE’s fault as Netscapes. It took several versions before IE was (mostly) standards compliant.
MacPaint Art from the Mid-80s Still Looks Great Today
161–170 of 210 posts
Re: MacPaint Art from the Mid-80s Still Looks Great Today
#162That first one looks like a parody of 'View of the World from 9th Avenue' but I don't know what Acius was! https://en.wikipedia.org/wiki/View_of_the_World_from_9th_Ave...
Re: MacPaint Art from the Mid-80s Still Looks Great Today
#163Earlier quoted context omitted.
I think that's part of the reason that a lot of indie games have converged around pixel art. Obviously a large part of it is likely due to the fact that a lot of the creators grew up with the NES or SNES and just like that aesthetic, but I think you get a lot of "implied detail" when using pixel art, which is great when you're working on a limited budget. This isn't to knock it, to be clear. I love good pixel art.
YOu both are missing something. TV fuzzy rendering blended pixels together and FFVI under the SNES (and Chrono Trigger) could look astoundingly great with amazing colours and sprite art.
Re: MacPaint Art from the Mid-80s Still Looks Great Today
#164https://oaksnow.com/retrodither/
There’s also a chapter in my new book explaining how to write the same program in Python including Atkinson dithering, the MacPaint file format and MacBinary. You can get the code for free and do the conversions yourself without Retro Dither here:
https://github.com/davecom/ComputerScienceFromScratch
The book is here:
Re: MacPaint Art from the Mid-80s Still Looks Great Today
#165Re: MacPaint Art from the Mid-80s Still Looks Great Today
#166There's a term I read about a long time ago, I think it was "aesthetic completeness" or something like that. It was used in the context of video games whose art direction was fully realized in the game, i.e. increases in graphics hardware or capabilities wouldn't add anything to the game in an artistic sense. The original Homeworld games were held up as examples. Anyway, this reminded me of that. Making these picture…
The same holds true for everything from cave paintings to Roman frescos. It's part of human expression. The tools of that expression shape it. For example, Bach's music was shaped by the fact that the harpsichord had no sustain. The piano changed that, but "upscaling" Bach's work to take advantage of this new technology would destroy them. You use the new technology to play them as they were written for the old. The…
Re: MacPaint Art from the Mid-80s Still Looks Great Today
#167Earlier quoted context omitted.
I'm jealous of your memory capabilities, and I certainly remember that at some point it was nearly impossible to make website looks in similar way in Netscape and IE. At the end, there was something like acceptable variation in page view for different browsers.
> I'm jealous of your memory capabilities, Thanks. Learning web development back then left some deep scars and lasting lessons. I can no longer imagine all the other stuff I haven't retained because I remember stupid browser quirks from nearly three decades ago. Getting many designs working consistently between IE and Netscape was impossible. The 640px wide left-aligned table layout was popular for years because it w…
Take for example VRML, particularly VRML 2.0. I don't remember the software name, but there was a chat system within a virtual world, perhaps running in a browser (1).
1. https://csdl-images.ieeecomputer.org/mags/cg/1999/02/figures...
Re: MacPaint Art from the Mid-80s Still Looks Great Today
#168Re: MacPaint Art from the Mid-80s Still Looks Great Today
#169Earlier quoted context omitted.
It's amazing what people achieved with the resources of the '80s, creating fairly enjoyable visuals using extremely limited technology. Another example from the early '90s is MARS.COM (1) by Tim Clarke (1993). Just 6 kilobytes and 30+ fps on a 12MHZ 286 (2). 1. https://www.youtube.com/watch?v=_zSjpIyMt0k 2. https://github.com/matrix-toolbox/MARS.COM/blob/main/MARS.AS...
It is definitely amazing what they pioneered and achieved with the given limits. But that doesn't mean I would enjoy a pixelated image now more than a high resolution image of the same motive.