#2316 posted by dwere on 2016/09/04 12:37:05
Let's put it like this: it's the 3D games I'd use "also" for.
Also:
http://www.wadjeteyegames.com/wp-content/uploads/UV-shelter.png
I can clearly see the use of soft brushes on the background. Looks like you tolerate "mixed style" games after all.
#2317 posted by dwere on 2016/09/04 12:41:47
I would also like to add that even though the term "pixel art" seems to be a relatively recent invention (correct me if I'm wrong), it still applies to older games retroactively.
#2318 posted by Mugwump on 2016/09/04 12:53:43
Did I ever say otherwise? After all, I do use hi-res textures on simple 20-year-old geometry. Question: how do you infer the use of 3D brushes from a fixed image?
Retroactive
#2319 posted by Mugwump on 2016/09/04 12:55:58
I wasn't aware of that. I've never heard the term used for these old games. If that's true, I stand corrected.
Brushes
#2320 posted by dwere on 2016/09/04 13:20:19
I always wondered why the building blocks used for mapping in Quake-like engines are called this way. It kinda makes sense (because laying them is sorta like laying brush strokes), but not really.
Whats Going On In He...
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.
oh...
*backs away*
#2322 posted by Mugwump on 2016/09/04 13:33:39
Yeah, 3D editing vocabulary is often puzzling me too. I've looked at your example picture again and I think you may be wrong. You're talking about the reflections on the facade of the building, right? Look again: the perspective of the reflected building right to center is wrong, it should be reversed with the side visible on the left, not right.
#2323 posted by dwere on 2016/09/04 13:48:32
No, I'm talking about soft brushes.
Brush is a thing you paint with. It's also an appropriately named tool in image manipulation programs (because you paint with it).
#2324 posted by Mugwump on 2016/09/04 13:59:30
Ah, this kind of brushes... I was wondering what you meant by soft. What's the mixed style you were referring to, then? I thought you were talking about the use of 3D brushes in a 2D game.
#2325 posted by dwere on 2016/09/04 14:09:20
Pixel art combined with not pixel art.
#2326 posted by Mugwump on 2016/09/04 14:18:21
Oh, right, in the sense that pixel art is made pixel by pixel whereas brush work is not. I have no idea how you can spot which technique was used in the final image.
#2327 posted by dwere on 2016/09/04 14:50:22
It can be argued that 256 colors are okay to pixel things. 16777216, on the other hand, is a bit excessive.
I was certain I read somewhere that a lot of the textures in Quake were painted and then down-ressed. I suspect that many of them were touched-up afterwards in some pixel pushing software (as well as some made entirely pixel-by-pixel)
#2329 posted by anonymous user on 2016/09/04 15:10:09
I didn't know this game used 24-bit coloring. Is this their latest production? The last Wadjet Eye game I played was The Shivah, which still looked 8-bit to me. It seems the definition of pixel art has broadened.
They Look Waaay Too Good For Scaled Art
#2330 posted by dwere on 2016/09/04 15:10:47
So yeah. There was a lot of precise work involved, this much I can say.
Blah Bla Blah...use "bronzed"....Blah Blah Blah
#2331 posted by Qmaster on 2016/09/04 15:14:08
Ok thanks I'll stick with bronze text for both, didnt realize it was dependant on compiler...thought the engine had to be able to recognize the \b characters.
Carry on with your mindless stylistic vs realistic debate.
Doesn't Look 8-bit To Me
#2332 posted by dwere on 2016/09/04 15:15:31
Dropping This Bomb In Here On My Way Out: GL Blur Isn't An Improvement
#2333 posted by Qmaster on 2016/09/04 15:16:13
#2334 posted by Mugwump on 2016/09/04 15:17:19
That was me in the comment above BTW, I hadn't noticed I was logged out.
@Fifth Yeah, I remember reading that too. That's the source of my "downgraded art to circumvent hardware limitations" comment from the other day.
Kosher Edition
#2335 posted by dwere on 2016/09/04 15:23:16
Unless it was redrawn or something. Its page mentions something like that.
The earliest game on the site seems to feature pixel backgrounds.
Qmaster
#2336 posted by Mugwump on 2016/09/04 15:27:27
It would seem that the debate had moved on. Not sure if it's a good idea to reignite it with arbitrary statements like "GL Blur Isn't An Improvement", which is a matter of opinion. Of course, it works better with hi-res textures, but some people do prefer blurry vs. blocky, even on low-res textures.
Dwere
#2337 posted by Mugwump on 2016/09/04 15:30:08
Granted, this particular image looks a bit lush for 256 colors. Other screens in the game look less "refined".
#2338 posted by dwere on 2016/09/04 15:37:08
They all feature true color backgrounds with pixel art characters (excluding portraits).
#2339 posted by Mugwump on 2016/09/04 15:42:29
Thinking about it, I have to admit that The Shivah effectively looks more 16-bit than 8-bit. I don't know how many colors they actually used but it looks like a Megadrive/SNES game.
#2340 posted by dwere on 2016/09/04 15:54:56
You should be more careful when mixing processor bits with color depth bits in the same conversation, but whatever.
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