AuthorTopic: Official Off-Topic Thread 2016  (Read 16718 times)

Offline Indigo

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Official Off-Topic Thread 2016

on: February 04, 2016, 07:56:15 am
A new year, a new thread - and keeping with tradition, a bit late.

Post here about anything that doesn't quite fit anywhere else or deserve it's own thread.

Offline Atnas

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Re: Official Off-Topic Thread 2016

Reply #1 on: February 04, 2016, 07:57:45 am

letting feesamay out into the fresh air for the new year.

some of you might enjoy https://www.reddit.com/r/glitch_art/ , occasionally they find neat stuff. I loved:


playing pixel art animations on something like that old radio would be a cool display piece.
« Last Edit: February 04, 2016, 08:24:41 am by Atnas »

Offline API-Beast

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Re: Official Off-Topic Thread 2016

Reply #2 on: February 04, 2016, 07:54:51 pm
Rather than doing art I've been "collecting" art in the last few months on Pinterest, categorizing a certain kind of fantasy art that I can use as inspiration and character portraits for my RPG sessions, not everything but just those that reach a certain standard in quality, originality and cohesive. So far I've collected over 2000 "pins", usually trying to backtrack images to their artists.

I think overall it was a very positive experience, got a good grasp of what artists post their art online, that the majority actually doesn't. Artists that do artwork for books and games and the likes generally seem to not to do that. There are some 20 or something artists that have a lot of great art that fits into the collection, and then there are a few hundred artists that have a single great piece that fits in, but whose remaining art doesn't fit, quality or theme wise.

I don't reference it too often, but I think the collecting itself made me understand what makes great art a bit better.
« Last Edit: February 04, 2016, 07:57:20 pm by Mr. Beast »

Offline havocplague

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Re: Official Off-Topic Thread 2016

Reply #3 on: February 20, 2016, 01:13:26 pm

letting feesamay out into the fresh air for the new year.

some of you might enjoy https://www.reddit.com/r/glitch_art/ , occasionally they find neat stuff. I loved:


playing pixel art animations on something like that old radio would be a cool display piece.

Hehe, that's actually my piece there, and I've been thinking about what to display on it. I know that Yoyo Games are working on an exporter for the Raspberry Pi, and I'd love to get a game up and running on it. I've played Mega Man on it, and it works, allthough a bit small. And you loose a lot of detail due to both the screen and the coaxial setup :)

Offline MysteryMeat

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Re: Official Off-Topic Thread 2016

Reply #4 on: March 05, 2016, 07:08:19 am
sup, how is everyone tonight? Feelin' taut and perky?
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
MAJOR BORK TALLY: |

Offline Probo

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Re: Official Off-Topic Thread 2016

Reply #5 on: March 06, 2016, 10:23:20 pm
I'm feeling great!

I have a Retro City Rampage steam code if any of you pixel pushers want it. pm me

Offline sonicspin

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Re: Official Off-Topic Thread 2016

Reply #6 on: March 06, 2016, 11:21:18 pm
pixel pusher has always sounded like a puzzle game to me

Offline junkboy

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Re: Official Off-Topic Thread 2016

Reply #7 on: March 08, 2016, 06:17:02 pm
Man, it's nice to see Pixelation back in beast mode. GJ!  :y:

I'm definitely going to keep lurking though.

Offline Crow

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Re: Official Off-Topic Thread 2016

Reply #8 on: March 09, 2016, 08:53:43 am
Man, it's nice to see Pixelation back in beast mode. GJ!  :y:

I'm definitely going to keep lurking though.

How about some art or crit every now and then? :)
Discord: Ennea#9999

Offline junkboy

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Re: Official Off-Topic Thread 2016

Reply #9 on: April 02, 2016, 04:38:06 pm
These popped up on twitter. From the making of Golden Axe II on Mega Drive. Didn't think they deserved their own thread, but figured y'all might like to see them.

That SEGA Digitizer System III work station looks pretty rad!




Offline surt

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Re: Official Off-Topic Thread 2016

Reply #10 on: April 02, 2016, 08:51:24 pm
They also developed but never released a graphics tablet for the Master System. Take that Mario Paint!

Offline Ai

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Re: Official Off-Topic Thread 2016

Reply #11 on: April 09, 2016, 10:00:19 am
Canvassing some auto-AA options:


All options introduce a slight degree of offsetting of the original shapes. Also, all options tend to fail at rendering 1px-thick lines.

Personally, the AnisoSmooth and DCCI2x+AnisoSmooth options look generally most promising; with vectorization tending to simplify too much (but handling right angles and preservation of line weight better)

EDIT: Any of these options probably should also be 'finished' by applying some strength of 'bilateral smooth' (which, contrary to its name, tends to result in an image that looks simpler and crisper).
« Last Edit: April 13, 2016, 10:16:08 am by Ai »
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.

Offline RAV

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Re: Official Off-Topic Thread 2016

Reply #12 on: April 19, 2016, 02:58:51 pm


Amusing in how it explains and experiments with pixel tech of the past.

Offline RAV

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Re: Official Off-Topic Thread 2016

Reply #13 on: April 20, 2016, 01:13:06 am
What fascinates me about those days is, that the creativity of the art was in conserving both, colours and patterns, yet constructing a visual that would try to look rich, organic and alive non the less. At some point though, people kept emphasizing colours for the genre definition, but almost lost count entirely on patterns. My personal opinion on the matter is, if anything, that pattern conservation is at least as important to the genre as colour conservation. Yet today we only complain about a wastefulness in colours. Pixel art introduced into the art world new concepts of significance, such as the unprecedented ease of reusability, with the reduction of the world to its barest quintessential. It may be its most defining strength and trademark. A lot of it got lost when digital arts more and more tried to mimic traditional arts. In that sense I must admit, I almost miss a pattern count analysis and critique in a supposedly strict place like PJ, as much as it would advice the art on colours.


« Last Edit: April 20, 2016, 01:26:21 am by RAV »

Offline RAV

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Re: Official Off-Topic Thread 2016

Reply #14 on: April 28, 2016, 10:37:08 pm
Robotics / Animatronics:

« Last Edit: April 28, 2016, 10:40:50 pm by RAV »

Offline RAV

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Re: Official Off-Topic Thread 2016

Reply #15 on: May 02, 2016, 01:52:27 am
Sales Chart for Shovel knight:



Quote
Shovel Knight has sold 1.2 million units total! 200,000 of those units are physical retail sales. We’re still in a bit of shock here! Previously, a successful game in our portfolio would barely break 50k copies sold. Want to know the platform breakdown? Here’s a graph!

Offline surt

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Re: Official Off-Topic Thread 2016

Reply #16 on: May 13, 2016, 08:26:46 am
Anybody know of good creative tools for the HTC Vive (excluding Tilt Brush of course)?

Offline Mathias

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Re: Official Off-Topic Thread 2016

Reply #17 on: May 26, 2016, 04:10:32 pm
. . .
some of you might enjoy https://www.reddit.com/r/glitch_art/ , occasionally they find neat stuff.
. . .

Prep' for glory - http://pislices.ca/

Offline Ai

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Re: Official Off-Topic Thread 2016

Reply #18 on: June 05, 2016, 12:29:14 am
Anyone got some tips for scanning especially large media in a standard A4 scanner? Not necessarily that hi-quality (IMO, highly finished stuff should always be done digitally), but I want to get decently accurate scans with a minimum of crazy contortions, for my digital archive.

Up to a certain size, you can simply scan one end and then the other, using the overlapping scan area to compensate for the area that is distorted as it trails out of the scanner. Digitally stitching the scans is fairly simple in this (1d series) case.

But for -really- huge media -- 55x40cm or thereabouts -- this gets pretty hairy, and I only have a solid solution if there's a convenient band of empty space I can cut through to break it into smaller pieces.

(when I ask Google, it wants to sell me expensive wide-format scanners. Which is understandable but totally excessive)

I feel like I should be able to use a panorama stitcher like HugIn to auto-stitch scans -- there's even a tutorial for that. But in practice all it does is crash.

EDIT: Solved? The run_scan-pto_var.sh provided in the tutorial was a bit off, but with some edits:
Code: [Select]
#! /bin/sh
# hugin command tools script to stitch scanned images, fov unknown
# use of fov >= 10 should be OK, could simply set FOV=10
# Terry Duell 2013, 2014
#
# Taking filenames of scans from cmdline args added by David Gowers
# prefix option removed since it's only used by pto2mk, which doesn't exist any more.


# usage:
#  stitchscans.sh fov filenames-of-scans
#
# eg:
#  stitchscans.sh 10 scan-1.jpg scan-2.jpg
#
# As the final step, hugin is invoked. You need to then go to the 'stitcher' tab in hugin and click 'Stitch' to finish the process.
# It will produce a TIFF, with a default filename constructed by concatenating your input filenames -- eg. "scan-1.jpg" "scan-2.jpg" produces "scan-1 scan-2.tiff"

FOV=$1
shift 1

pto_gen --projection=0 --fov=$FOV -o project.pto "$@"
# scan-1.jpg scan-2.jpg
pto_lensstack -o project1.pto --new-lens i1 project.pto
cpfind -o project1.pto --multirow project1.pto
cpclean -o project2.pto project1.pto
linefind -o project3.pto project2.pto
pto_var -o setoptim.pto --opt r,d,e,!r0,!d0,!e0 project3.pto
autooptimiser -n -o autoptim.pto setoptim.pto
pano_modify  --projection=0 --fov=AUTO --center --canvas=AUTO --crop=AUTO -o loadme.pto autoptim.pto
hugin loadme.pto

You will need 'hugin' and 'perl-panotools-script' packages installed on a Linuxish system. This definitely works for 1d layouts (a line of overlapping scans), should also work for 2d layouts (a grid of overlapping scans) but haven't finished testing yet, so don't know for sure.

EDIT2: seems a bit unreliable. I've tried feeding in a lot of scans, few scans, 1d layouts, 2d layouts.. whether I get a sensible result seems hard to predict.

EDIT3: After more extensive testing, this is my verdict: When it is good, it is very very good. When it is bad, it is terrible.
It's typically good when the number of input images is low (2-3); it will align images correctly and pick a cropping rectangle that is ALMOST right (usually needs a little expansion -- look in the 'stitcher' tab).
When the number of input images is high(>=4), it tends to erroneously detect horizons and this results in a crazy stitching that's altogether useless. (more detailed sketches might contain more features to align and thus suffer less from this problem)
So.. it's a good time saver for those smaller stitchings. Larger ones still seem to need manual stitching.
« Last Edit: June 06, 2016, 02:27:00 pm by Ai »
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.

Offline surt

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Re: Official Off-Topic Thread 2016

Reply #19 on: June 19, 2016, 10:28:29 am
New Pro Motion release has features I conned Jan into adding to make it easier to do parallax work and save out GIFs of it.
http://www.cosmigo.com/promotion/index.php?Downloads:Changes_History

Offline Ai

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Re: Official Off-Topic Thread 2016

Reply #20 on: June 22, 2016, 04:18:59 am
I've just been looking into this, which is pretty much what I always wanted, coming from pixel art to CG: "Palette swap for entire 3d space" (scroll down the thread for a bit till you see the cube, to get to the real interesting stuff)

The filter lets you define a sort of 3d palette, from pairs of 2 colors. Each pair either specifies a mapping source color -> target color, or specifies 'lock source color' (so that it is the same both before and after the filter is applied)

GMIC then Delaunay-interpolate the inbetween colors to create a full smooth 3d colorcube (known as a HALDCLUT) and applies that to your layer(s)

Since it's GMIC, you can also do that via the commandline if needed.

In case it's not clear, this is not comparable to curves or levels, which just allow you to adjust color channels individually. This allows very direct control over 'voxel' areas in the colorspace (eg if you want purple to become yellow, you just set up a mapping purple -> yellow. Two color selections, and done!)

I'm excited about this!
« Last Edit: June 25, 2016, 01:33:11 am by Ai »
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.

Offline 0xDB

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Re: Official Off-Topic Thread 2016

Reply #21 on: June 24, 2016, 02:48:57 pm
New Pro Motion release has features I conned Jan into adding to make it easier to do parallax work and save out GIFs of it.
http://www.cosmigo.com/promotion/index.php?Downloads:Changes_History
Nice.

random things that suck: main screen (1920x1200@24") died in a thunder storm, replacement won't arrive until next month (the positive side to it: was saving up for new computer parts (CPU, board, RAM) anyway, so took the opportunity to order them now along with the replacement screen)

Offline EvilEye

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Re: Official Off-Topic Thread 2016

Reply #22 on: July 02, 2016, 01:07:40 am
Hey guys, pixelation really needs a digital art section :)

I am working on a cover for a fire emblem remix album.

Here is what I have so far, was hoping I could get some feedback on it:

Offline Atnas

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Re: Official Off-Topic Thread 2016

Reply #23 on: July 02, 2016, 02:02:32 am
Hey guys, pixelation really needs a digital art section :)

It's called the 2D & 3D Board :P

Liking the opalescence of the shield, but the text seems choked by that outline.

Offline EvilEye

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Re: Official Off-Topic Thread 2016

Reply #24 on: July 05, 2016, 10:38:18 pm
Quote
It's called the 2D & 3D Board :P

Liking the opalescence of the shield, but the text seems choked by that outline.

Howabout this version then? Took the original title text from FE and put a bevel on it.

Offline surt

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Re: Official Off-Topic Thread 2016

Reply #25 on: July 10, 2016, 07:30:09 am
Ugly brute-force VR voxel painting:
« Last Edit: July 10, 2016, 07:41:48 am by surt »

Offline Mathias

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Re: Official Off-Topic Thread 2016

Reply #26 on: July 20, 2016, 12:07:45 pm
Love the crazy shield design and coloration.

Now that Fire Emblem text, though . . . it's so obviously made of cheap photoshop effects it really brings down the whole thing down.
Very much reminds me of what those new to graphic design might do.

Why not let the shield speak and just go with a classy, thin, sans-serif font all white; no bevel/gradient?
And dark background to make the shield pop, with perhaps a subtle radial gradient glow behind the shield.

Offline surt

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Re: Official Off-Topic Thread 2016

Reply #27 on: July 21, 2016, 11:00:06 am
Some progress (memory inefficient chunk-based undo, crude switching through colours of hard coded palette):

Offline surt

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Re: Official Off-Topic Thread 2016

Reply #28 on: July 28, 2016, 05:32:39 am
I was thinking of doing some work with the web safe palette (6 level per channel RGB colour cube, with a bunch of colours left over for special purpose uses) but layout of this palette in most editors is a real pain which got me thinking.

Anyone thought much about or know of existing systems for better palette layout?

Pro Motion and GraphicsGale just give you a fixed 16x16 grid.
GrafX2 does give flexibility to adjust the number of rows and columns shown within its palette window but its fixed sizing is so cramped and awkward.
Gimp allows the setting of a fixed number of columns per palette.
Aseprite allow resizing sidebar size and fixed swatch size options.

Palettes made of a number of fixed size ramps suffer when each ramps on each row are offset and splitting across line breaks. (Gimp and Aseprite can layout this style fine.)
Palettes made of a number of variable sized ramps always suffer splitting across line breaks.
Colour cube palettes particularly suffer when not laid out in slices. (eg. in a 16 column layout web safe 6 level per channel is just about unusable, CPC 3 level per channel requires padding.)

I'm thinking we need some way to define contiguous blocks (ramps/slices) with control over line breaking within blocks.

Code: [Select]
// wrapping line break every 6 colours
{
breakType: soft,
repeatBreak : 6
}

// forced line break every 8 colours
{
breakType: hard,
repeatBreak : 8
}

// group every 36 colours, within group forced line break every 6 colours (web safe)
{
breakType: soft,
repeatGroup: {
length: 36,
breakType: hard,
repeatBreak : 6
}
}

// variable length ramps with wrapping breaks
{
breakType: soft,
run: 8,
run: 12,
run: 8,
run: 8,
run: 6,
run: 6,
run: 16
}
« Last Edit: July 28, 2016, 05:34:27 am by surt »

Offline surt

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Re: Official Off-Topic Thread 2016

Reply #29 on: August 12, 2016, 11:03:24 am
Playing with a WebGL chunk-based image editor: http://img.uninhabitant.com/webgleditor/

Offline EvilEye

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Re: Official Off-Topic Thread 2016

Reply #30 on: August 23, 2016, 03:12:01 am
Love the crazy shield design and coloration.

Now that Fire Emblem text, though . . . it's so obviously made of cheap photoshop effects it really brings down the whole thing down.
Very much reminds me of what those new to graphic design might do.

Why not let the shield speak and just go with a classy, thin, sans-serif font all white; no bevel/gradient?
And dark background to make the shield pop, with perhaps a subtle radial gradient glow behind the shield.

Sorry for the long wait here. I haven't had much time to do side projects. I fixed the cheap photoshop effects and brought in some expensive ones :P or so I hope.

Also fixed the font, or so I hope:



Offline Alex Sinigaglia

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Re: Official Off-Topic Thread 2016

Reply #31 on: September 08, 2016, 12:23:34 pm
There's an entire page of bot topics in the Pixel Art section of the forum and also this one: http://pixelation.org/index.php?topic=21090.0

Offline Ai

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Re: Official Off-Topic Thread 2016

Reply #32 on: September 25, 2016, 09:46:34 am
Just finished this, which is a set of 18 specimen sheets comparing pixel (ie. non-AAed) renderings of .. probably about 120 different fonts, both bitmap and not. With kerning individually tuned.

(your rendering depends a lot on the exact renderer you are using, sadly. A lot of fighting with the renderer was involved here; simply updating Freetype to the newest version could cause dramatic changes.)

EDIT: PPD pm'ed me 'no image?'. So to clarify:

a) this is a link to a gallery on postimage.org with all the sheets. [it would help a lot if links were more visually differentiated -- that change to blue text is pretty non-obvious]
b) Feel free to PM me with an email address if you would like a zipfile of them.
c) Here are 2 example sheets:



Sheets are intended to be viewed at either 2x or 3x zoom, and designed so you can tile two side by side on a typical-size monitor for comparison.
« Last Edit: September 27, 2016, 05:02:14 am by Ai »
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.

Offline NowvaB

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Re: Official Off-Topic Thread 2016

Reply #33 on: October 05, 2016, 11:04:38 am
The past month or two I've been studying "Game feel" for a personal project.
(Below is a poorly segmented and unrevised rant about indie games, sorry :/)
|
Today I thought I'd take a break from tweaking variables and mashing buttons to play some flash game oldies to see what I could learn from some of my favorite games.  As you could expect my younger self wasn't as good at perceiving the difference between a game that was "fun" from a game that was the "funnest thing posted today". I played though some truly clanky, buggy, jank looking games that I only managed to get through based on nostalgia alone. Obviously there were some gems (Heli-attack is still amazing) and games still preserved immensely by their pixel art's infinite resolution :hehe: but overall you can really see where the indie games of that generation fall short from games of this generation.

Wait hold on! I get what your thinking. Those older games were under heavy limitations and in addition to slow computers actionScript# didn't help optimization much either. Well I argue that you don't need a fancy GPU and a programming language faster than assembly to make a game that's fun, a game that feels good, or game that has gameplay that holds up when you play it again in the future.

I've been talking smack about the older games but they definitely had their own strengths. Back then awesome developers would create a lot of their games as a hobby for their community and fans would be inspired and develop their own. Now the indie market has expanded and as we all know has become flooded with poor quality games people want to charge for. I'm not saying that these developers don't deserve money for their games I'm just asking where'd the love go? Back then I could see that the new developers would try to make their games better with each release so theirs could be like the developers that they were inspired by now a lot of developers want to just stuff so much content into the store you end up accidentally buying it during a sale.

Are indie games even indie? Most of them have publishers and a company name.

Even with the ever growing avalanche of crushed dreams, stolen money, and bad games the good games that stand out REALLY STAND OUT. Thanks to the markets expansion indie games have been better than ever. Even though there is an eternal increase in bad games the amount of good games coming out has had a large increase as well. The best games are no longer just Dōkutsu, Alien hominid, and idk hamster ball? I can just open my steam game library and any indie game in the list will be better than those (okay maybe not better than cave story).

Anyways I've lost track of what I was saying. It's 6am and I haven't slept yet...zzz

|
(End of rant)

tl;dr
If you are a new game developer and you want me to not hate your game please either use non-pixel based coordinates for movement or multiply your movement speed for diagonal directions by sqrt(2). Here's a diagram.

Seriously guys. There is so many resources available online now. No excuses.

Offline Dex

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Re: Official Off-Topic Thread 2016

Reply #34 on: November 21, 2016, 01:52:50 am
So are we still doing Secret Santa this year? usually the sign-ups are posted by now and I just wanted to check :P

Offline Atnas

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Re: Official Off-Topic Thread 2016

Reply #35 on: November 21, 2016, 02:33:40 am
Yes's I apologize, I've had a killer time lately and I'll be posting signups in a few hours.

edit: it up http://pixelation.org/index.php?topic=21635.0
« Last Edit: November 21, 2016, 03:39:07 pm by Atnas »

Offline Allstarjam

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Re: Official Off-Topic Thread 2016

Reply #36 on: November 24, 2016, 08:01:38 pm
Hello!

I'm doing a survey for a term paper in anthropology. This survey will help me learn more about the culture behind pixel art.

The survey for artists is here - https://goo.gl/forms/evRlRdTflHAEMpyA3

And for those who enjoy pixel art, here - https://goo.gl/forms/4FwlIshnjtLKgb1D3

I gave it to my friend and it took him about 5 minutes. Some are short answers, but they can be answered in a sentence or two.

Any help is really appreciated.

Thanks!


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Re: Official Off-Topic Thread 2016

Reply #37 on: December 27, 2016, 08:39:28 pm
Some non lazy person make the following:
  • Pico-8-like virtual console, hybrid of NES and SMS specs
  • Can fairly accurately simulate specs either NES or SMS or be an amalgam of the best bits of both (eg. both tile and sprite flipping)
  • In-virtual-console editors plus on-desktop editors for less constrained editing
  • No 128x128 resolution, NES and SMS resolutions as well as integer scaled or aspect corrected fullscreen (no black-bars) approximations (eg. 384x216, 480x270)
« Last Edit: December 27, 2016, 08:47:02 pm by surt »