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/vr/ - Retro Games

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>> No.2151789 [View]
File: 43 KB, 640x400, Absolute_Mahjong_II_EG_After_School_Renaissance.png [View same] [iqdb] [saucenao] [google]
2151789

>>2150675
All of that sexy pixel art was first scanned, then imported so the art director and programmers could dither/crop/whatever. I can't fathom the difficulty of drawing these images pixel-by-pixel, which themselves would have been stored in the form of disconnected tile bitmaps needing reconstitution within the game program. Pic related's an example of both scanning-in and, I'm going to infer, low-level pixel editing to replace the philosophers of the School of Athens with schoolgirls.

Games from developers like Artdink or Hokusho take a different approach: tile graphics of structures and terrain are built pixel-by-pixel, then drawn in-game atop standard graphics layers (as opposed to drawing a full image, its parts locked together). For historical sims, this means you can generate arbitrary quantities of graphics based on minimums and maximums; the skyscrapers in Tokio are very detailed, having been designed through a computer graphics application before Artdink tested how they would look in-engine.

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