AuthorTopic: A question about 'Selout'  (Read 37745 times)

Offline ptoing

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Re: A question about 'Selout'

Reply #50 on: February 12, 2009, 01:51:57 pm
exaclty.
There are no ugly colours, only ugly combinations of colours.

Offline huZba

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Re: A question about 'Selout'

Reply #51 on: February 12, 2009, 03:28:26 pm
Oh right, I think I'm following now, thanks. Gotta try out how that would affect those fighter sprites.
Really the best way to see this in action is to take some photos of the real deal of course, tho i don't think there's any capcom arcade machines around here anymore. Just those sucky arcade collection machines that have like 50 random titles in them.

Offline Conzeit

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Re: A question about 'Selout'

Reply #52 on: February 12, 2009, 03:57:05 pm
The first thing that comes to my mind is that this scanline thing would generate tall pixels. :) This also fits with the way they're pixeled, because I've compared the sprites to their original sketches and they are always squashed vertically, as if they were making up for tall pixels. ::)

Since we're considering pixels in such a close up level, I thought I might post (from wikipedia) an illustration of the two main methods of arraying pixels in CRT:

http://img.photobucket.com/albums/v165/talbot/ShadMaskVSAprGril.jpg

-Shadow Mask (right): Which actually employs RGB triangles that flip vertically to make this pattern

B R G B R G B R G B R G 
 G B R G B R G B R G B R
B R G B R G B R G B R G
 G B R G B R G B R G B R
B R G B R G B R G B R G

-Aperture grille (left): which arranges each channel (RGB) in neat little vertical lines, being closest to our square conception of pixels. Like so:

RGBRGBRGBRGB
RGBRGBRGBRGB
RGBRGBRGBRGB
RGBRGBRGBRGB

EDIT: wow! some aperture grilles actually dont line up vertically! they're more like

RGB     RGB
     RGB      RGB
RGB     RGB
     RGB      RGB
RGB     RGB
     RGB      RGB
RGB     RGB
     RGB      RGB  That's nuts! I thought aperture grille was closest to square grids, but this actually means Shadow Mask is a little more reliable...c.c this makes pixeling quite different =O I mean just looking superficially we can see there a re 3 different ways in which pixelart can be displayed depending on Array method and manufacturer  :o

http://en.wikipedia.org/wiki/Pixel_geometry  Ok, I think this is the page we want to be looking at...this one actually focuses on the way in which subpixels are being distributed.

Apparently there's

Triangluar (delta)



Diagonal



Stripes


These show how there's no knowing which geometry they'll use...wether you're on LCD or CRT

did you notice how each displayed scanline in ptoing's pic also seems to alternate between bias for yellow and bias for red? These emergent color properties, and those random curves of color that seem to emerge are what interests me the most.

Ptoing, you think you can post the pixelart version of that C64 piece? maybe we can figure out what pixel array method it used....I'm betting on shadow mask  :crazy:, 'cause of the yellow/red bias
I wonder if arcades have a standard of using only ApertureGrille or ShadowMask  :mean:
« Last Edit: February 12, 2009, 04:52:25 pm by Conceit »

Offline skamocore

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Re: A question about 'Selout'

Reply #53 on: February 12, 2009, 04:04:17 pm
the piece is by Arachne:

Offline Sqd

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Re: A question about 'Selout'

Reply #54 on: May 21, 2012, 10:02:49 am
take a look on that :
http://www.wayofthepixel.net/pixelation/index.php?topic=5253.0
comments from Helm and Pkmays are very interesting.

Demosceners used grainy textures, over-used highlighs, cracks and reliefs on walls, and overlapped shapes, no for "adding topographic detail to avoid having large featureless areas that can be hard to shade nicely with few colors" like you said. i never read others artists write something like that. if they used "shape bluffing", it's only for the style and win compos. so, i think "Shape Bluffing" it's a good idea but it's like "selout", it's your invention.

Holy shit.

This topic is taking my world apart. WOW!