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.
#2341 posted by Mugwump on 2016/09/04 16:07:33
Well as you probably have guessed I'm no expert on the subject, but you gotta admit that it's a bit confusing when they use the same term to describe different things. Like "brush".
Scaled Art
Like I said I'm sure it was traditionally painted, like oil painted, and scaled down. Then it was tweaked using pixel pushing techniques afterwards
#2343 posted by Rick on 2016/09/04 17:23:51
The Doom monsters started as scanned in photos of actual models.
#2344 posted by Mugwump on 2016/09/04 17:32:42
Which is probably why they looked so coherent from all sides.
#2345 posted by Baker on 2016/09/04 18:49:44
Is MugWump now allowed to just trash this thread into smithreens?
He's not house trained, where is a moderator?
This is the Quakespasm engine thread, not his personal litter box.
The Fucking Bullshit Pixel Art Drama Thread
#2346 posted by negke on 2016/09/04 19:08:04
Baker
#2347 posted by Mugwump on 2016/09/04 19:56:51
Hey, I came back here to reply to Preach. Like I said, when someone talks to me I respond, that's the basic principle of communication. People then commented on that reply, etc etc... and I wasn't expecting the discussion with dwere to be this long. Next time I'll move it to general abuse, but between you and me you should work on your people skills. You know I'm new to this site and right now, you're making me feel very unwelcome. Not cool. Mugwump out.
#2348 posted by Baker on 2016/09/04 20:14:26
You trashed up this thread.
I don't care how you feel, you are the wrong-doer
An apology would be nice.
Make Up Your Mind
#2349 posted by Mugwump on 2016/09/04 20:24:19
You want me to shut up or you want me to apologize? Maybe you should ask all the people who kept me talking - including you, how ironic! - to apologize too, they're just as responsible for making the off-topic linger on. But you won't do that, will you? Mugwump out. Again.
The Beauty Of Hindsight
#2350 posted by Kinn on 2016/09/04 21:05:14
Maybe you should ask all the people who kept me talking...
Yeah I agree that it was a mistake engaging in conversation with you in the first place. I imagine not many of us on this forum will bother doing that again.
#2351 posted by killpixel on 2016/09/05 03:19:15
Lol
#2352 posted by BlueBlood on 2016/09/05 11:50:54
Yeah let's all pick on the new guy. Provides coherent arguments and all you do is whine about how this is the wrong thread. Boo hoo. Reminds me why nothing decent ever comes from this community, just circle jerking over a 20 yo game.
FYI
#2353 posted by dwere on 2016/09/05 13:12:46
Spitting obvious nonsense and/or insults is the lowest form of trolling.
But This Is The Wrong Thread.
not for the initial discussion, but certainly for what it evolved into.
Yes Dwere
#2355 posted by BlueBlood on 2016/09/05 14:18:07
I'm sure there's an argument in that statement somewhere, whether or not it is real. Right?
Switching Mood Settings During Gameplay?
#2356 posted by Newhouse on 2016/09/07 10:37:10
Is it possible to switch different fog color or overall settings which support different moods? Yes I was thinking of Quoth when it comes to logic gates yet sending console commands during gameplay, but personally I wanted get back into AD modding too. I guess this hasn't to do much with the engine in this case, but it should support these features I know or might not know yet.
Yes
AD lets you change fog colors.
Trigger_Fog
#2358 posted by Qmaster on 2016/09/07 16:48:26
SolidClass base(TrigOFF,Targetname,Target) flags(Angle)
= trigger_fog : "Trigger Fog" [
speed(integer) : "Time to fade (-1=Instant)"
wait(choices) : "Wait before reset" = [
-1 : "Trigger Once"
0 : "Always reset"
2 : "Default"
]
fog_density(integer) : "Fog Density (def=0.1)"
fog_colour(string) : "Fog Colour (0.1 0.1 0.1)"
]
Fog In Quoth
#2359 posted by Preach on 2016/09/07 22:52:04
Quoth doesn't have a dedicated fog entity (yet), but you can use a trigger_command or trigger_command_contact to send a new fog command to the console and change the color that way.
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