The curious case of retro demo scene graphics
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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
#2Increased 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 very helpful for, so I think it is premature to try and ban its usage.
Re: The curious case of retro demo scene graphics
#3Re: The curious case of retro demo scene graphics
#4>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…
Re: The curious case of retro demo scene graphics
#5My 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/
Re: The curious case of retro demo scene graphics
#6People wanting to explore the use of generative AI for vintage computers is happening not just for graphics but for code too.
I think in the case of code though, it's still interesting because I don't believe there's been any success yet. I hear of people having success with Claude in contemporary settings but it seems to fare less well when working for older computing platforms. There's a reason for that of course and it's worth exploring.
However, it will cease to be interesting as soon as the first person manages to create something substantial. At the point, the scene should probably shun it for the reasons stated in the quote.
Re: The curious case of retro demo scene graphics
#7Re: The curious case of retro demo scene graphics
#8Thus, some demos, like the one where Lazur's image came from [0] were just slideshows of very colorful images that were more than likely traced from something.
[0] https://www.pouet.net/prod.php?which=3715 https://www.youtube.com/watch?v=FmhffwhGiK0
Re: The curious case of retro demo scene graphics
#9The Revision demo party is soon. From the competition rules for "Oldskool Graphics" [0]:
> Include exactly 10 (ten) working stages of your entry. All entries without plausible working stages will be disqualified.
Yikes...
The rules for "Modern Graphics" [1] and "Paintover" similarly also require work stages, but fewer.
[0]: https://2026.revision-party.net/competitions/oldskool/#oldsk...
[1]: https://2026.revision-party.net/competitions/graphics/#moder...
Re: The curious case of retro demo scene graphics
#10What 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 derived work, there is only one question that arises - if you don't credit the original author but sign your own name, you're fundamentally misleading your audience. Your audience implicitly assumes you made the thing. Maybe you made 95% of it, but if you don't give due credit, it looks bad once your audience discovers that.
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. It's never a feeling of "wow, this guy is a total hack and has no ability of their own".