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The curious case of retro demo scene graphics

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Re: The curious case of retro demo scene graphics

#31

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

Go to Revision and meet some

Re: The curious case of retro demo scene graphics

#32

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/

Those books look amazing! *_*

Snatched the collection. Thanks for mentioning it!

Re: The curious case of retro demo scene graphics

#33

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

See if there are any events close to where you live.

https://www.demoparty.net/

https://demozoo.org/parties/

Re: The curious case of retro demo scene graphics

#34
post #21

Earlier quoted context omitted.

> 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.

That we can agree on.

Re: The curious case of retro demo scene graphics

#35

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/

Here you go! https://amiga.lychesis.net/sceners/Made.html

That whole site (and more) is worth checking out of course. My favorite pixel art image at the moment is this: https://amiga.lychesis.net/sceners/Facet.html#Facet_SamTakin...

Re: The curious case of retro demo scene graphics

#36
post #10

Focusing on "copying" seems like missing the forest for the trees. There's the copyright angle, but copyright laws are unnatural obstacles designed to give the original author some control over what happens after publishing. They're not fundamental, we made the laws. What is fundamental is this: every artist starts out by copying the works of others. It's how you learn. And in that framing, once you publish your deri…

> On more than one occasion my perception of an artist has shifted once I discovered the "brilliant work" they created was actually a remake of somebody else's brilliant work. It's a feeling of being misled.

The spirit of the famous - cited in the TFA as well - quote "great artists steal" is exactly that. If you don't know that the inspiration came from somewhere and believe that what an artist did was created in a vacuum, you will certainly think much higher of said artist.

Re: The curious case of retro demo scene graphics

#37

>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…

The demo scene is obsessed with hardware and tooling. Exhaustively knowing how things work and showing practical results as evidence is the main activity at demo parties.

You can crib techniques from other people but unless you also show that you understand them deeply, e.g. by creative adaptions, you'll still be considered a lamer even though your results match those of someone else.

This is one of the reasons why the demo scene still has a lot of physical events, it's part of the socialisation process to be in the same room as other people, putting in your final touches while they observe and produce distractions that in practice validate your abilities and respectable refusal to take shortcuts.

Re: The curious case of retro demo scene graphics

#38

> Pixel artist Lazur's 256 colour rendition (left) of a photo by Krzysztof Kaczorowski (right). A masterful copy showcasing the sharpness, details and vibrancy achievable with pixel techniques. Well - 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 simila…

It was done in 1995, and likely not as an edit, but as a hand pixeled replication.

https://demozoo.org/graphics/28620/

Re: The curious case of retro demo scene graphics

#39
That's was a great read and I agree with the author. Though to be honest, I don't particularly like the type of Amiga pixel art in the article. That is, pixel art with relatively high resolution and relatively high color depth. Everything looks too smooth and hyperrealistic in my opinion.

I think things can look much better for pixel art that is either very low resolution (e.g. the small characters and objects in a SNES game, which would usually be just a few pixels wide, so every pixel has to be placed deliberately) or has a very low color depth (a pallette between two to ~16 colors, like the backgrounds in a PC-88 game), or both (like the sprites in a Game Boy game).

An example where higher color depth can ruin the visuals is "Snatcher" by Kojima. The backgrounds for the original PC-88 and MSX versions were relatively detailed (200x100 pixels perhaps), while the color depth was very low (8 colors?), which greatly accentuated the pixel-art look. However, the later re-releases added more and more colors and smooth gradients, which only made it look worse, like a mediocre comic book.

Re: The curious case of retro demo scene graphics

#40

> 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.

I really meant in the coding realm, but it's interesting that it created a bootable floppy. That wouldn't be trivial.

Questions: 1) Which AI platform did you use? 2) Did it create a binary image of the floppy disk (an ADF perhaps)? If not, what form did it take?

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