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>> No.9996107 [View]
File: 848 KB, 960x885, aspect ratio.png [View same] [iqdb] [saucenao] [google]
9996107

>>9996104

>> No.9673032 [View]
File: 848 KB, 960x885, aspect ratio.png [View same] [iqdb] [saucenao] [google]
9673032

>>9672938
Doom's art was explicitly created around tall pixels.

>> No.8706269 [View]
File: 849 KB, 960x885, aspect ratio.png [View same] [iqdb] [saucenao] [google]
8706269

>>8704528
You're making the game from the ground up, right? Just go with whatever you think would look best, if you feel you could better display your graphics with perfectly square pixels, go with that. However, if you think the stretched pixels look nice, by all means go for it.

Also, if you use procedurally generated levels for an FPS, or intentionally make the sprites or models look ugly, I will come into your house at night.

>>8704554
>>8704565
>>8704608
>>8704741
It's less noticeable with Doomguy's face, but it becomes pretty obvious with some of the monsters.

>> No.8347345 [View]
File: 849 KB, 960x885, aspect ratio.png [View same] [iqdb] [saucenao] [google]
8347345

>>8347339
Respect the intended aspect ratio.

>> No.5711818 [View]
File: 849 KB, 960x885, DoomAssetsAR.png [View same] [iqdb] [saucenao] [google]
5711818

>>5711798
>Then why didn't they make assets to match it
except they totally did, you inbred imbecile. 90% of the assets are made with stretching in mind. But even greatest minds slip some times. There are a few errors in the sprites and some other stuff, and there exist wad fixes for that reason.

>Fact is, everyone has been getting the Doom aspect ratio wrong for years
don't think you are smarter than everyone else
you're not.

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