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The curious case of retro demo scene graphics

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21–30 of 102 posts

Re: The curious case of retro demo scene graphics

#21

Let'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.

> Copying is generally considered pretty lame in the demoscene these days.

You will still see plenty of e.g. SID covers of existing pop music, without anyone really batting an eyelid.

Re: The curious case of retro demo scene graphics

#22

As 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/

Oh man I wish I could have cool friends

Re: The curious case of retro demo scene graphics

#24

> Farting around with Amigas in 2026 means actively choosing to make things harder for the sake of making things harder. Making that choice and still outsourcing the bulk of the craft and creative process is like claiming to be a passionate hobby cook while serving professionally catered dinners and pretending they're your own concoctions. People wanting to explore the use of generative AI for vintage computers is ha…

There's definitely been success in using generative AI for vintage Computers. Just the other day I got it to produce a bootable floppy for my Amiga 1200. It loads the network driver, uses BOOTP to get an ip address, connects to a server and then downloads code via UDP that it will then execute. I doubt you'll get it doing amazing graphical scenes like you see in the demo scene though.

Re: The curious case of retro demo scene graphics

#25
post #21

Let'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.

> Copying is generally considered pretty lame in the demoscene these days. You will still see plenty of e.g. SID covers of existing pop music, without anyone really batting an eyelid.

Fair. Pretty lame tho.

Re: The curious case of retro demo scene graphics

#26
On my device, low res versions of the images are displayed, I had to click them to open the full res versions — which I very highly recommend!

e.g. I zoomed in to view the matchbox texture described in the article, and found it a blur. (Clicking loads the uncompressed PNG.)

Personally, I think for this page, loading full res images inline is warranted. The resulting 3MB page size would be more than justified :)

Re: The curious case of retro demo scene graphics

#28
Not sure I agree with the final takeaway point. At least from a personal standpoint anyway. I used AI images in a couple of Amiga intros, but actively admitted to using them. At the time there wasn't quite the backlash against their use, so now would completely steer clear, but not having access to a graphic artist is reflected in the output I've managed in the recent times (zero).

Re: The curious case of retro demo scene graphics

#29
post #3

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.

To me all the faces look messed but I believe it is mostly because the image seems to be distorted, it is stretched in the vertical direction. I suspect it was created on hardware with non-square pixels and is just displayed wrongly.

I was curious and took a look in an image editor. It indeed fits much better with y axis scaled down 15-20%

Re: The curious case of retro demo scene graphics

#30
post #26

On my device, low res versions of the images are displayed, I had to click them to open the full res versions — which I very highly recommend! e.g. I zoomed in to view the matchbox texture described in the article, and found it a blur. (Clicking loads the uncompressed PNG.) Personally, I think for this page, loading full res images inline is warranted. The resulting 3MB page size would be more than justified :)

This is stated under the first image: All images on this page are clickable and link to non-lossy versions when available. The aim is to not have large amounts of data be downloaded by default.
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