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Messages - Dusty
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21
General Discussion / Re: Legend of Iya
« on: July 27, 2013, 05:30:12 pm »
A guy on my kickstarter had this to say about the extreme slowdown:

Quote
I managed to fiddle with it, but it worked much better once I plugged in a controller vs. keyboard. Don't even have to use the controller, so long as it's plugged in.

So it might be an error in something GameMaker does with the controller code on some computers. I should just disable controller support in the demo by default, I guess... that's just odd.

EDIT:
Please retry the demo now from these links:

http://www.sendspace.com/file/h1jvry
http://www.mediafire.com/download/azm3rzql36mia2k/Legend_of_Iya_DEMO_1.0.zip

I have tried to rectify the slowdown issue by adding an option to shut off controller completely. In fact - it's off by default - go to the options menu to enable it.
Also a Xbox360 controller D-Pad support. W00t!

Rogue Legacy had a similar sort of issue, where it was looking for gamepads but polling all USB devices(like cameras) and severely dropping framerate.

22
General Discussion / Re: Official Off-Topic Thread 2014
« on: June 03, 2013, 01:53:50 am »
I think the problem will always be that algorithms aren't smart enough to interpret pixels. A huge part of pixel art is that one pixel can change what we see as a whole, and algorithms will never be able to interpret and properly scale up what that pixel is supposed to be. I think the first step would be to start taking into consideration the layouts we use as pixel artists to make shapes.

I think out of all those examples(here) hq4X is the best. It has its flaws, but it does a pretty damn good job most of the time in interpreting what shapes are being created with the pixels, and to top it off has some nice AA. If only that could be refined, as it seems to "skip" many pixels and just square them off.



But at the end of the day, it can't look at the overall set of pixels and interpret what the artist intended, and fails as well. Again, the more complicated the pixels, the more it seems to fail. And I don't think we'll really ever overcome that.

23
General Discussion / Re: Official Off-Topic Thread 2014
« on: June 02, 2013, 03:52:00 pm »
Dunno.  The Mario example still looked bloody terrible to me.  None of these things ever look even a fraction as good as the original graphics.  Makes me wonder why bother playing old games if you're just gonna turn their well crafted sprites into such crud...

Sadly everyone doesn't appreciate pixels as much as we do :(

24
General Discussion / Re: Official Off-Topic Thread 2014
« on: June 02, 2013, 05:44:49 am »
Dusty:
No need to imagine! Just look at the Super Mario World clip on their website -- In the 'Video Comparisons' section, click on 'Our Result'. The clip is limited in area, but certainly has enough to get a decent idea.
Problem is Mario is one of those cases that doesn't have a lot of pixel busyness going on, and thus benefits pretty well. I'd like to see another game like Secret of Mana, Final Fantasy 3 or some such that has dithering and noisy textures and such.

25
General Discussion / Re: Official Off-Topic Thread 2014
« on: June 01, 2013, 05:51:47 pm »
I'd rather have huge fucking pixels with some scanline filter than this, any day.

As a pixel artist seeing games rendered in their full nearest-neighbor pixels doesn't bother me. In fact that's how I prefer seeing pixelled games... but a lot of people, even old gamers, apparently can't stand the sight of pixels. I was surprised how many of my friends use scaling filters on their emulators.

I would like to see that scaling algorithm applied to a screenshot of a game as a whole, rather than individual sprites. Chances are since it was developed by Microsoft it was mainly intended to be used to upscale the old arcade games they port to their Xbox Arcade.

You can see on this sprite that has way more pixels happening:



The algorithm kind of craps itself.



I can only imagine what an entire game would look like, if it rendered out like that.

26
So are the Pokemon in the battle scenes sprites or tiles? I always got the feeling they were tiles in the original games?

27
General Discussion / Re: Can anybody identify this?
« on: May 31, 2013, 01:06:54 am »
Aw man, it was definitely posted here but it's so hard to find anything on here or pixelation :(

28
Also, the Pokéballs are NPCs (seen on the NPC dump) and not a part of the local terrain chunks. They are used elsewhere as "treasure chests" and Voltorb encounters, iirc.

Aye, I did make them in with being NPCs in mind.

29
[Pokemon Yellow Sprites]
So many amazing sprites in my opinion. Such a clear difference in quality from Blue and Red... and then there's Golem.

Also, didn't Red and Blue have different sprites from Green, despite being the same game? Is there a reason they decided to redo the sprites? I'm assuming it's the Kirby Eye thing, but in my opinion they took a step to the side in the sprites of R/B rather than forward. Many designs still looked quite silly/wonky, rather than "Americanizing" them. So I'm a little interested in something like this, when 150+ sprites would be redone, which would probably be very costly, and as far as I know Pokemon hadn't quite had its popularity spike to warrant it like it was when Yellow can around?

30
Ah that's a pity, I'm not as clever as I thought. Oh well, I suppose I did maintain the restrictions of the challenge at least.

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