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Topics - tcaud
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General Discussion / Ninja Gaiden (NES)
« on: August 18, 2013, 07:43:49 am »
Ninja Gaiden's world draws you right in from the start. The control is strange but the presentation makes you want to cope with it regardless.



The key to its appeal is in part the awkwardness. The game makes ninjas seem like something other than cold blooded assassins. Instead they are portrayed as light armor, mobile samurai. And they behave strangely, too, relying on magic and a very characteristic animation.

The game doesn't have a lot to work with, but it rivets attention by posing obstacles that require ample consideration to surmount. This distracts from the tile repetition. With few exceptions the game uses only one graphic for any given concept, but the sheer number of tiles, carefully arranged to create an appearance of realistic architecture, distracts from their invariance. Also important is that tiles are very rarely reused from one level to another, meaning the player doesn't have much opportunity to notice the "staleness" of the game world. The game also regenerates monsters constantly, so there is no time to give the graphics any serious consideration.

The Turbo Graphics 16 version is a whole other beast. It makes a point of using "clean" and "damaged" tiles to portray a world with apparent history, which sucks you in immediately. The immersion is deep enough that even were the gameplay poor, you might remember it just for the aesthetic value.



The difference between experiences between the two versions appears to be this: NES Ninja Gaiden draws you into the experience of being a heroic ninja, where TG-16 Ninja Gaiden draws you into both the ninja experience and a parallel aesthetic experience.

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General Discussion / Bring back commercial critiques?
« on: August 18, 2013, 05:57:12 am »
I think they can be instructive. The issue I guess is that you kind of have to have the game to critique it, or it used to be that way. Thanks to Youtube that situation has changed forever!

Actually, I think I'll just host some commercial critique threads that focus on the technique, rather than the doing.


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General Discussion / How many tiles in a tileset?
« on: August 17, 2013, 07:39:49 am »
What's optimal?

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General Discussion / Disappearing pics
« on: August 10, 2013, 06:18:58 pm »
Arne's palette pics have disappeared from his threads(?)

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General Discussion / Mockup Tools I made
« on: August 09, 2013, 04:01:01 am »
Awesome tile tool -- handy for mockups and tile rips.

http://www.gamestargcs.net/AwesomeTileTool.html

And this is for taking your mockup a little farther, a 2D game maker in HTML 5, after the mold of ZZT. It's an add-on only for Firefox. It uses BASIC and is highly modular... with pre-made assets you can put a game together in under 10 minutes. It uses a tag-based reaction system.

http://www.gamestargcs.net/gamestar-gcs.xpi

The game maker is kinda slow... I went all out for power and ended up with more power than is really necessary (a 256x256 map renders 65,536 distinct tile graphics... so don't be surprised if your browser chokes on maps that large).

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General Discussion / Pixel Art Wiki
« on: July 27, 2013, 01:06:20 pm »
I've been thinking that a pixel art wiki would be a useful resource. A wiki would serve two purposes:

  • educate visitors about pixel art technique
  • tag copyrighted pixel art for easy reference

Regarding the technique issue, a look around Moby Games reveals that there were and are many independent techniques for designing pixel art, each with their merits and drawbacks. Studies of these techniques could educate a new generation of pixel artists and result in improvements and refinements of existing technique.

The purpose of the art library is to observe technique in action. It would also serve as a source of inspiration and discussion. While there are archives of pixel arts already available, they tend to categorize by game (Spriter's Resource) or by entire sheets at the discretion of the contributor (OGA). There is need for a resource that permits viewers to observe the history of an artistic idea in all its variation and detail. A wiki (or content management site) could make this feasible.

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