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/vr/ - Retro Games


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File: 253 KB, 1280x959, mpv-shot0099.jpg [View same] [iqdb] [saucenao] [google]
8488672 No.8488672 [Reply] [Original]

So I've noticed modern 2D games have a certain look to them that is pretty different than actual retro games. Demons of Asteborg looks like a modern 2D indie title in terms of art design, but it's running on an actual Mega Drive. I had thought that it was somethign about the consoles that made them look like that.

Any reason for this look?

>> No.8488678

>>8488672
>Any reason for this look?
Back then they were designed by actual, professional artists. Now they're designed by amateurs.

>> No.8488679

Art is becoming more and more standardized, hence why so many pixelshit indie games look so similar.

>> No.8488685

>>8488672
Styles change, and today’s pixel artists have decades of knowledge and experience to rely on compared to the ones who worked on 16-bit consoles back then. You hear the same thing in modern soundtracks for old consoles - they sound more like modern chiptunes.

>> No.8488689
File: 73 KB, 1024x896, demons-crest-13[1].png [View same] [iqdb] [saucenao] [google]
8488689

>>8488679
yes, I have noticed a standardization where Asteborg looks like a lot of modern indie titles. Even when it's clearly apeing either Symphony of the Night, Demon's Crest, or Ghosts n Goblins, it looks markedly different.

>> No.8488693

1 - Modern games for retro consoles have access to unlimited size for animations and art assets (or, if trying to be authentic, access to the highest sizes possible.)
2 - Modern games don't have access to the sort of all time great talent Capcom had in the 90s. That is an unrealistic standard, as most 90s games didn't either.
3 - styles change

>> No.8488701

>>8488678
This.

>> No.8488705

>>8488678
>>8488701
They are literally made by professionals, you tards.

>> No.8488708

This game's rom is like 15 megabytes in size. I guess they were not concerned with size restrictions at all and approach every set piece as a unique art asset. Back then developers had to actually fit graphics into rom which led to clever techniques like asset reusal, palette swaps, etc. Limitation brews crrativity.

>> No.8488717

>>8488708
>palette swaps
>clever
Jesus christ, the cope.

>> No.8488721

>>8488705
t. Deviantart pixel art who designed sprites for free for some steam game with 3 reviews

>> No.8488723

>>8488717
Mario cloud bushes were clever. It was before your time.

>> No.8488724

>>8488708
>>8488693
What's the largest you can make a MD game? Theoretically if you made it 3 feet long you could just hold in more memory meaning that production is the only real thing holding you back?

>> No.8488726
File: 260 KB, 1280x959, mpv-shot0101.jpg [View same] [iqdb] [saucenao] [google]
8488726

Just scanning a video, and I'm noticing a lot less black in the game which makes it a lot different than the retro games it's inspired by.

>> No.8488729

>>8488721
>t. fatlus who keeps a collection of sealed games just so he can break the shrinkwrap now and then and huff the odors

>> No.8488732

>>8488724
I think 4MB is the cap without tricks like bank switching, same for 32X.

>> No.8488736

>>8488717
When you only have so much space to work with, yes, reusing sprite data is a clever thing you can do to make the best use of what you have.

>> No.8488737
File: 363 KB, 1280x960, download (5).jpg [View same] [iqdb] [saucenao] [google]
8488737

The GBA look seems to be popular with indie developers right now, which is subtly distinct from something like the Super Nintendo. style.
In some cases I think it's also Western sensibilties vs Japanese sensibilities, that bleed into the art even when they're trying to recreate the Japanese look. Some of the colour choices there feel very Earthworm Jim, for example.

>> No.8488739

>>8488726
It clearly looks like a new games, but CV Bloodlines, for example, doesn't really have that much black. Genesis has a really weird color palette. Genesis doesn't only have a restriction on number of colors, but you have to use specific ones.

>> No.8488749

2D pixel-art games don't pay the bills anymore so people don't have all day to draw what is arguably the most difficult digital artform ever invented, nor do they have the money to assemble a team of graduated artists with college debts.
>but it's running on an actual Mega Drive
Modern cartridge tech can put two entire Mega Drive consoles in a Mega Drive cartridge.

>> No.8488753

>>8488678
Art in general was also different back then compared to now. People's tastes, influences and trends change. The artists making the art now have grown up surrounded by different media than the artists who made art in the 80s and 90s. Skill level plays a part but it's also their very idea of what is "good art" that is different.

>> No.8488771

>>8488739
>Genesis doesn't only have a restriction on number of colors
Maybe I'm a brainlet but iirc the Genesis could only display 56(?) colors at a time

>> No.8488792

>>8488771
It is technically 61 but colors are reserved for effects. These colors are from a pre-determined palette of 512 colors that doesn't actually have that many dark tones. Hence why you see a lot of purples and light greys in "dark" Genesis games.

>> No.8488796

>>8488771
I can display more than that. It just couldn't process them all at any reasonable pace unless the cartridge itself does it in advance.

>> No.8488808
File: 107 KB, 800x530, What Nintendon't.jpg [View same] [iqdb] [saucenao] [google]
8488808

>>8488792
Ah gotcha. Thanks for the info fren.

>> No.8488818

>>8488672
They don't use outlines for their sprites anymore nor do they care about contrast for active objects and backgrounds. These people are imitating something they don't understand.

>> No.8488835

>>8488672
>modern 2D games have a certain look to them that is pretty different than actual retro games
It's called pixelshit
>Any reason for this look?
No skill kiddos making pixelshit

>>8488705
>if you hand a chimp a paintbrush and and a dollar it's a professional artist
Sure you are, Hunter.

>> No.8488869

>>8488818
Yeah, I remember reading interviews with retro game devs and when they were designing characters they did sprite first. Their obessession was whether the character "popped" against the background, and trying to pack as much detail into the character with the limited amount of sprites. Mega Man and Mario were both designed this way. For instance, Mario's design is entirely because that is what they could do with a few sprites and Mega Man is blue rather than the original idea of white so that he is more visible.

Modern devs don't worry as much about that, and I think they're designing them with big LCDs in mind, rather than an SD CRT TV in mind.

>> No.8488926

>>8488685
>today’s pixel artists have decades of knowledge and experience to rely on compared to the ones who worked on 16-bit consoles back the
So why do they look worse?

>> No.8488930

>>8488926
They have decades of knowledge and experience, they don't actually use it.

>> No.8488953

>>8488672
Modern spritework is based on LCD screens and digital RGB. A totally different display technology.
It's tempting to try to display newer sprite-based games on a CRT but they really are not designed for it.

>> No.8488958

>>8488672
>Demons of Asteborg
Thanks for drawing this one to my attention anon. It plays really smooth

>> No.8488978

>>8488958
The MD development tools are really easy so that scene is blowing up.

https://www.youtube.com/watch?v=ki0MPr89X5o

>> No.8488990
File: 235 KB, 2400x1800, what remains NES.png [View same] [iqdb] [saucenao] [google]
8488990

The backgrounds aren't bad but the sprites are a typical example of homebrew graphics fail.

>> No.8489000

>>8488724
The CPU can physically address 16MB, in practice the maximum game ROM size is a little smaller than that since some address space is reserved for the BIOS/hardware registers/WRAM. Going past 4MB requires the cartridge to have an address decoder.

>> No.8489003 [DELETED] 

>>8488701
BWAHAHAHAHAHA YOU COULDN'T BE MORE REDDIT WITH THIS DELUSIONAL RESPONSE BWAHAHAHAHAHAHAHA

>> No.8489004

>>8488978
it is. easy CPU to use and no bank switching.

>> No.8489014

>>8488732
>>8488708
>NES homebrew
>are all NROM
>MD homebrew
>all make a point of using le biggest possible ebic ROM

>> No.8489019

>>8489014
NES homebrew also generally looks like shit compared to retail NES titles.

>> No.8489034
File: 9 KB, 768x672, Micro Mages.png [View same] [iqdb] [saucenao] [google]
8489034

>>8489019
case in point

>> No.8489041

>>8489034
The sprites wouldn't even be legible over RF. So much for "authenticity". Meanwhile, Mega Drive chads are pushing the system with sick looking and sounding games.

>> No.8489046

>>8489041
I know...the same would be true of >>8488990. Besides, these guys make NROM shit but they try to give it the graphics of a 1992 MMC3 game.

>> No.8489060

>>8489046
I'd add nothing against whoever made Micro Mages. I'm sure he did it as a fun (solo?) project and that's really cool. But using that as an example of what developers should be doing instead of something like Xeno Crisis? Give me a break.

>> No.8489065

>>8488926
Do they? They look different, yes.

>> No.8489073

>>8489014
> NROM
based

>> No.8489074

>>8489060
It would be better if he tried studying early period NES games like Bomberman or Ice Climber.

>> No.8489085

>>8489034
What are you talking about? This has better use of color and detail than the majority of NES titles.

>> No.8489086

>>8489060
>Xeno Crisis
What a game. I was able to make it to the final boss but fuck me it was hard. Absolutely fantastic ost tho.

>> No.8489089

>>8488678
extremely low iq

>> No.8489090

>>8488672
I don't think it looks like a modern game, it's just an art style that doesn't stand out, it's just really dull colour palette

>> No.8489091

>>8489085
Now consider how no commercial NES game would have ever used these overdone graphics because it would look like absolute shit on a typical 80s TV over RF

>> No.8489101
File: 11 KB, 320x224, 21F9B6E2-B9F7-4CD0-A57E-594D1AE5AC1F.png [View same] [iqdb] [saucenao] [google]
8489101

>>8488672
Blades of Vengeance is the closest thing I can think of on MD.

>> No.8489105

>>8489091
Oh. I don’t care. Leave old video cables in the past.

>> No.8489107

>>8488678
fpbp.

>> No.8489112
File: 12 KB, 512x448, 543221.png [View same] [iqdb] [saucenao] [google]
8489112

you see for example how much cleaner this looks than Micro Mages

>> No.8489115

>>8488990
those graphics look good. if that exact style was made in the 80s you wouldn't be pissing and crying

>> No.8489119

>>8489112
I do like the cartoony simplicity of early NROM titles, but those games are going for different styles.

>> No.8489125

>>8489115
I don't think any commercial NES game would have used those retarded noodle limbs for the same reason that it would not look too good on a TV over RF.

>> No.8489127

>>8489112
Nintendo black box games also looked different than later Nintendo games (lack of character outline is a big difference)
how are you fags so autistic about this

>> No.8489145

>>8489101
I tried this the other night...
BEAM SOFTWARE DEVELOPED THIS?! Holy shit! It's actually really good!

>> No.8489173

>>8488672
This is what /vr commonly refers to a "souless" neo pixel/sprite design. Even though not entirely accurate, It is something to consider when looking at modern interpretations.
https://www.youtube.com/watch?v=x9vcTf3_nro

>> No.8489175

>>8489034
FYI this game was made by some retarded Euro demoscener.

>> No.8489191

>>8489175
oh. well that explains everything. those guys should be banned from ever making vidya.

>> No.8489197
File: 719 KB, 500x450, es06[1].gif [View same] [iqdb] [saucenao] [google]
8489197

I notice that they tend to be much more obsessed with very fluid animations whereas real retro games had much fewer frames of animations.

>> No.8489203

>>8489173
Paul Robertson is the definition of soul, and I can happily discard the opinion of anyone who doesn’t think so

>> No.8489206

>>8489173

Sorry , Wrong one. They took it down.
https://www.youtube.com/watch?v=Z77onStQC58

>> No.8489219

>>8489127
Obviously later games had more than 40k of ROM to work with.

>> No.8489224

>>8489034
Still trying to figure out how this is supposed to be bad.

>> No.8489227

>>8489203
>went from futa chibi snuff sprite art to working on games and cartoons
The madlad is living the dream.

>> No.8489228
File: 5 KB, 256x192, valley of rains spekky.gif [View same] [iqdb] [saucenao] [google]
8489228

>>8488672
>Any reason for this look?
Artstation faggotry and weebfaggotry. Weebs are soibois with shit taste by default because they were all inspired by ugly soulless tranime games they played as a lonely and bullied 12 year old. The micro homebrew scene is so much different. SpeccyCHADS are able to capture the SOVL of the era.

>> No.8489230
File: 12 KB, 325x130, 3452[1].png [View same] [iqdb] [saucenao] [google]
8489230

>>8489197
Symphony makes heavy use of this trick, where each part is separate and can move on its own, like a paper doll. Is that even possible on the MD?

>> No.8489235

>>8489228
oi me speccy
cope in a £125 box

>> No.8489237
File: 2 KB, 478x96, NES_palette.png [View same] [iqdb] [saucenao] [google]
8489237

>>8488739
Wasn't the NES the same?

>> No.8489239

>>8489224
>>8489085
neat, the MM programmer is here

>> No.8489240

>>8489219
I'm sure a lot of early NES games, even from different developers, had their art assets originally drawn on graphing paper and then punched in via code; art workstations were quite rare. I always found it amusing how the characters in Hyper Olympic looked a lot like the ones from Nintendo games.

>> No.8489242

>>8489230
Earnest Evans was one game that did it. Lots of bosses in Treasure and Konami games were segmented that way.

>> No.8489245

>>8489239
>you can’t enjoy a thing without being the person who made it
this is why I say /vr/ hates homebrew, it’s the cross-section of regulars who just hate anything new period

>> No.8489249
File: 47 KB, 800x600, 9878163.jpg [View same] [iqdb] [saucenao] [google]
8489249

I tell you what you do.

>connect NES to this thing
>boot up Micro Mages
>see how fast the graphics become an illegible smeary mess
And then you'll understand why games like Bomberman look as they do.

>> No.8489252

Bear in mind that true pixel art was carried out on CRTs and made for CRT displays, whereas all the shit nowadays is done on LCD, and pixels designed on and for CRTs are going to have a certain je ne sais quoi to them to work.

>> No.8489253

>>8489249
Yes, they'd quite literally have a crt nearby to test out in-game graphics to make sure that their designs contrast well against the backgrounds.

>> No.8489257

>>8489249
Thank god I don’t own one of those things or an RF modulator.

>> No.8489258

the retarded Euro demoscener who did that game admitted that he use tiny 8x8 sprites because he couldn't be bothered to deal with the scanline limit. i kid you not.

>> No.8489261

>>8488729
>madfag who will never get to experience this earthly pleasure

>> No.8489262

There's a list of best practices taught to modern pixel artists that retro artists either didn't or couldn't use. Stuff like "raise your blacks", "tint highlights warm and shadows cool", "light objects from the top, not the front" and "never use pure primary colors". There were no widely disseminated pixel art tutorials in the 80s/90s.

The GBA was a huge influence on pixel art going forward, with its nearly unlimited palette, LCD screen and overexposed graphics to compensate for the lack of backlight. And games like Wind Waker, oddly enough; many indie artists treat their sprites like mini cel-shaded models.

>> No.8489268

>>8489112
as the saying goes, less is more

>> No.8489271

>>8489262
Why do tendies have god awful taste?

>> No.8489279
File: 110 KB, 1000x1501, MV5BYmRmOGI4NjEtODJlOC00ZDI5LTgxYTctMjY5M2RiMDEwMDkwXkEyXkFqcGdeQXVyMTA0MTM5NjI2._V1_FMjpg_UX1000_.jpg [View same] [iqdb] [saucenao] [google]
8489279

>>8489227
What if I want to play as a futa sprite snuffing monsters and bad guys?

>> No.8489282
File: 132 KB, 1280x960, Screen_DoorDoor03.jpg [View same] [iqdb] [saucenao] [google]
8489282

Now see an actual early period Famicom game. This is how an NROM game is supposed to look. You want MMC3 level graphics, go make an MMC3 game.

>> No.8489283

>>8488685
>modern soundtracks for old consoles - they sound more like modern chiptunes.
This is usually true, unfortunately. Modern retro games look and sound like the artists were trying to be impressive instead of serving the game by creating coherent atmosphere

>> No.8489290

>>8489228
looks like shit, guvnuh

>> No.8489293

>>8488749
Does the OP game do anything like that, though? Paprium is the only aftermarket game I've heard of putting extra hardware in the cartridge.

>> No.8489302

>>8489283
that's probably because most of them are Euros and in 30+ years they've never shown any capacity to do anything except presentation uber alles

>> No.8489310

>>8489282
Why do new nes games have to look like the originals? Isnt a big aspect of the appeal of new homebrew releases being "what would nes games look like if it was never discontinued?"

>> No.8489319

>>8489258
>>8489302
Seethe mall sharters. There are good and bad game devs in europe, just like everywhere else. At least it's not completely dead like your amerishart demoscene community. It has been replaced by unitykeks and weebtrannies like wayforward.

>> No.8489321

It's not just simple stuff working better either.
You look at 90s arcade games with their GODLY pixel art. Complex and detailed, flowing. The stuff pops. But indie-pixel art can't come close to it despite having the same advantages(tons of memory and colors, lots of processing power). It's the CRT. Even the brilliant and awesome graphics on top-tier arcade machines were designed on computers that also connected to CRTs.

Here's the thing. Pixel art should not look pixelated. It's not supposed to look like it's made of squares/blocks.

>> No.8489324

>>8489290
It looks period accurate, which is what OP wants.

>> No.8489327
File: 193 KB, 960x672, Blazing Rangers.jpg [View same] [iqdb] [saucenao] [google]
8489327

here's a Japanese homebrew. This does recreate that early period Famicom look pretty nicely.

>> No.8489329

>>8489319
>america
>demoscene
not ever, Americans never develop cool things under intentionally tight constraints for fun

>> No.8489330

>>8489321
japanese arcade games look ugly, generic, cluttered, and soulless.

>> No.8489331

>>8488672
When I do pixel shit, don't use a tablet or any kind of freehand bullshit to draw, which is what a lot of nu-pixelshitters do. A lot of the time they will draw something using a Wacom or whatever, than de-rez it until it's pixelish, then do whatever cleanup, etc. It's gay as fuck, and these are usually the same people who will do like 24+frame animation cycles for movement, attacking, etc. making everything feel retarded and overdone. I do everything down at the pixel-level, right from the gate. I start with primitive shapes and sculpt from there, or I'll just start pixeling until something looks good.

I also use a lot of dithering. Nu-shitters, as you can clearly see here and in pretty much all nu-shit, don't dither hardly ever if at all, which leads to everything having that pussy-ass "flat shaded" look.

>> No.8489334

>>8488678
fpbp

>> No.8489337

>>8489329
Demoscene shit was primarily a German/Scandi thing because for reasons unknown they have a weird fixation with glorified light shows.

>> No.8489339

>>8489327
Not quite. They made gay japanese chibis look even gayer somehow.

>> No.8489341

>>8489330
>greatest low-res art EVER
>ugly
lol i troll u

>> No.8489345

>>8489327
I just ordered this, looking forward to it

>> No.8489349
File: 129 KB, 512x480, Shatterforge.gif [View same] [iqdb] [saucenao] [google]
8489349

>>8489331
You got anything to show? I'll show you mine and you show me yours. I do all of my art with a mouse. I fucked up with his right eye though. I don't consider myself a great artist, I just try my damnedest.
I usually post this in every one of these threads when it comes up, but I'll post more recent work after this.

>> No.8489350

What about when the idiots use half the ROM with their dumb Famitracker tune?

>> No.8489351

>>8489329
Demoscene parties are the best place for programmers meet up and learn from each other. Not everyone had to join those contests.
>for fun
Mainly for the technological basis for their next games.

>> No.8489358
File: 517 KB, 604x360, Lord British.gif [View same] [iqdb] [saucenao] [google]
8489358

>>8489349
and something more recent. I've actually been deliberately sampling colors from NES games to make these. Though I most likely break some palette limitations.

>> No.8489359

>>8489341
More like most tryhard low-res art EVER. Atari and Midway arcade games usually had much cleaner graphics and more distinct art style.

>> No.8489362

I dare any of them to try making a game with authentic 1985 Famicom minimalism. Black backgrounds, a 4 note looping triangle wave tune, etc.

>> No.8489363

>>8489359
0/10

>> No.8489368
File: 7 KB, 570x366, the difference between 5'11 and 6'0.png [View same] [iqdb] [saucenao] [google]
8489368

>>8489358
I've also worked with complete grayscale shit too. Though this is older art, hard to say if I could do better today.

>> No.8489372

>>8489091
Artificial constrain on your consumption of entertainment because of dated "authenticity" tech? Why do you limit yourself?

>> No.8489375

art is fucking hard.

>> No.8489376

>>8489363
You still replied.

>> No.8489378

>>8489034
this is what they call horror vacui whereby everything is designed to be as cluttered and overwhelming as possible

>> No.8489380

>>8489034
Test that with RF filters in emulators. Guarantee you that's a blur.

>> No.8489382

>>8488672
I unironically found out about demons of asteborg last night and swiftly found it on archive. I should give the creators the fifteen dollars or whatever. Its honestly pretty good. I wish more of these games were availiable as roms.

>> No.8489383

>>8489363
https://www.youtube.com/watch?v=w4bMTI10ujQ
https://www.youtube.com/watch?v=S4NWrZAnFOE
https://youtu.be/iDIAOJ7LxoU?t=1630
https://youtu.be/9T4HyrHCXZY?t=219
https://youtu.be/pX2n4D7FT78?t=839
https://youtu.be/F9uBXrNKm0Y?t=710

Midway games have crisp and clean graphics, distinct artstyle, satisfying physics, and pure soul.

>> No.8489384
File: 71 KB, 1054x1200, A1005A65-B3F6-4E97-AA41-D2C954277728.jpg [View same] [iqdb] [saucenao] [google]
8489384

Use this on your display and you’ll never have to bother with old cables or shaders that simulate them

>> No.8489389

>>8489252
You don't like Dead Cells do you?

>> No.8489395

>>8489034
>>8489197
The thing that really makes Micro Mages look so unlike an old NES game is the animation, that and the tiny sprites

>> No.8489402

>>8489262
>"raise your blacks"
Your wife does.

>> No.8489408

now a lot of retro games' graphics were designed to intentionally exploit the properties of a CRT for texture and effects. they thought all of this out when designing the stuff.

>> No.8489413

>>8489389
No. Looks bad. Even a game I like, Bloodstained, doesn't look as good as Castlevania games. BECAUSE it was developed on LCDs. Phosphors are just perfect for everything. We could have had 4K phosphor sets by now, but "climate change" put a stop to that.

>> No.8489414

>>8489395
some of the first Famicom games like Donkey Kong had 8x8 sprites in that case because they didn't know how to deal with the scanline limit yet

>> No.8489415

>>8489283
Why can't it be both?

>> No.8489416

>>8489389
Not them, but shouldn't we? Never tried it.

>> No.8489421

>>8489408
>a lot
How many can you name? (That go beyond "they cleverly used bright pixels to represent lights, so that they'd glow like lights would"?)

>> No.8489424

>>8489258
>>8489414
To be fair, the NES is a poorly built system. Sprite multiplexing is much easier on a C64 and Atari 8 bit, and scanline limit is nonexistent on ZedeX Specchad, BBC Micro, and Amstrad CPC.

>> No.8489427
File: 336 KB, 2048x1536, n5oluozzk8d01.jpg [View same] [iqdb] [saucenao] [google]
8489427

>>8489413
>Castlevania games
Are you an "everything after SOTN is worthless" Castlevania fan, or a "the 3D games were actually underappreciated masterpieces" one?

>> No.8489429
File: 662 KB, 1027x883, Nebs & Debs.jpg [View same] [iqdb] [saucenao] [google]
8489429

Nebs & Debs is what I mean by an NROM homebrew that tries to look like a late period MMC3 game.

>> No.8489431

>>8489402
simply EPIC

>> No.8489434

>>8489424
The NES has hardware multiplexing of sprites. However in that case it was necessary since there are no scanline IRQs like on C64 and Atari 8-bit.

>> No.8489435

>>8489429
looks good

>> No.8489441

>>8489429
What if people are just making the games they want to and not autistically trying to recreate some specific span of a console’s original lifespan?

>> No.8489443

>>8488672
>Any reason for this look?
people who make modern sprites base their designs on how old sprites look on modern displays, which is different from how they looked on the displays they were designed on and for.

>> No.8489446

>>8489427
Never played the 3D games so I can't speak on them.
I love everything from CV1 on NES up to the DS Vanias. Classicvania and Metroidvania. SotN's visuals are some of the finest stuff ever done outside an arcade, and even beating all but the best arcade. X68000 CV too, beautiful game. Those two games represent the state of the art in 2D game art design. STILL.

>> No.8489448

>>8489435
Other than butt-ugly MC sprite the graphics are not terrible and certainly look better than Micro Mages.

>> No.8489456

>>8489441
noooo anon you have create by the standards of MY childhood

>> No.8489459

>>8489456
>>8489441
yep the Micro Mages programmer is still at it and butthurt af

>> No.8489464

>>8488705
They're not professionals because I don't like their art style!!! Also boogeyman flavor of the month!!!

>> No.8489476
File: 44 KB, 256x240, loading gnu.gif [View same] [iqdb] [saucenao] [google]
8489476

>>8489331
I'm actually disappointed this anon hasn't got back to me. I was hoping to see other dorks here that do pixel art shit.

>> No.8489478

>>8489459
>nobody can like this thing I cannot stand

>> No.8489479

>>8489459
ive never even played it schizo
im just not as autistic as you to care

>> No.8489481

>>8489279
She has a dick?

>> No.8489482

I feel a lot of these problems could be solved if Euros were banned from ever making homebrews.

>> No.8489489
File: 110 KB, 640x360, 1618751845054.png [View same] [iqdb] [saucenao] [google]
8489489

>>8488672
I think it's because nowadays it's treated as a style, which was not a thing back in the day when they would just try to translate the designs to whatever the console was capable of doing.

>> No.8489493
File: 257 KB, 933x705, tanglewood.jpg [View same] [iqdb] [saucenao] [google]
8489493

one thing that you notice a lot in homebrews is the extensive use of vaporwave purple and aqua which is a modern graphics design thing and something not seen at all back in the day

>> No.8489494

>>8489482
but then nobody except the japanese would make homebrew, americans certainly don't

>> No.8489496
File: 55 KB, 480x360, NARC.jpg [View same] [iqdb] [saucenao] [google]
8489496

Why are most neo retro games metroidvaniasouls inspired games about overcoming depression, feminist inclusive SNKek-likes, or bright pastel coloured kiddy anime games inspired by scotformer bingbingwahoos? Can't they be as brash, frantic, and testosterone pumping as the -real- retro games?

>> No.8489502

>>8489476
He sounded like a faggot up his own ass anyway.

>> No.8489506

>>8489494

>>8488990
This was made by an American team I thought.

>> No.8489515

>>8489496
NARC sucks and nobody wants to remake it

>> No.8489516
File: 19 KB, 388x188, damage and death frames.gif [View same] [iqdb] [saucenao] [google]
8489516

>>8489502
I just wanted to see if he was all talk or not, I've seen some Anons act like an asshole and turn around to be pretty okay if they get the right reply.
Ah well. I'll post some other shit I've done. I just really like the NES and good pixel art shit in general.
I'd love to be able to do this stuff for a standalone game one day.

>> No.8489519

>>8489493
>Tanglewood
Actually that game does illustrate a common problem with Mega Drive homebrews which is poor utilization of the ROM space. He used a 32 megabit ROM and still couldn't fit the graphics in; he needed help trimming them down.

>> No.8489524
File: 557 KB, 652x412, pafik9z9nu981[1].gif [View same] [iqdb] [saucenao] [google]
8489524

>>8489408
>>8489421
Massive amount of dithering for shading and colors and giving an effect of shape.

>> No.8489525

The Atari 2600 is a notable exception in that its homebrews are usually better than the commercial releases from back in the day.

>> No.8489529

what would happen legally if you were take a very old game, romhack the hell out of it, replace all the assets , so you're just using the base engine, then sell it? It woudl look like a new game.

>> No.8489536

>>8489529
nothing, especially if you didn't tell anybody
some autist would probably find out eventually but nobody would really care

>> No.8489543

>>8488729
If you don't huff a freshly opened game you're ngmi

>> No.8489565

>>8489416
I found it fun. Regardless of this threads autism.

>> No.8489570

>>8489536
Yeah you're legally in the wrong, but it's an issue of someone caring. Like if it's a Nintendo game you're fucked. If it's some obscure game that's like 35 years old and the company isn't even around it'd likely fly under the radar. If the game got big it would eventually be found out because people would be looking at the code and that's just what nerds do.

It's not worht the risk though, since there's easy to use tools and engines for both the sfc and md.

>> No.8489581

>>8489516
I have ideas for new games all the time. I got no money though. If I could just get a decent demo out I think I'd be sated. Just getting the ideas out in a fun open source way, so others could carry the torch beyond my abilities would be enough for me. I'm not too precious.

>> No.8489587

>>8489529
There is a recent masterbation system homebrew that is a complete edit of alex kidd in miracle world

>> No.8489598
File: 491 KB, 700x991, Yuffa-372886-Serious_Zan.png [View same] [iqdb] [saucenao] [google]
8489598

>>8489481
According to "non-canon" art by her creator. In official game art she has a pretty loose loincloth, so she'd have to be hiding it pretty cleverly.

>> No.8489601

>>8489587
>masterbation system

>> No.8489607

>>8489587
If it's freely released "home biew" it's likely fine because no one's profittign and it's not worth going after.

>> No.8489608

>>8489441
but then what if anon simply like that early 80s minimalist graphics look?

>> No.8489609

>>8489489
Exact opposite. They started with the system's limitations and looked for what they could make within them. (Except for ports, of course.)

>> No.8489612
File: 8 KB, 320x200, Keen4c_title.png [View same] [iqdb] [saucenao] [google]
8489612

>>8489493
How old was your first PC?

>> No.8489618

>>8489609
That's what I said.

>> No.8489621

>>8489581
The only reason why I'm not trying to make standalone shit right now is I'm committed to finish my Doom mods first.
Makes for good motivation at least.

>> No.8489628
File: 81 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
8489628

>>8489446
Then are you just unaware of what display technology the DS (and GB, GBA and PSP) used?

>> No.8489631

>>8489598
There are many urinals in her barraks.

>> No.8489638

>>8489402
>not colonizing Nubian beauties so your loyal wife can adopt and civilize your mixed-breed offspring

>> No.8489639

>>8489628
Those LCDs are nothing like modern ones, especially in the GB series.
I know you're trying to find a way to catch me in a GOTCHA moment. But no. I'm 100% correct. Pixel art from the past looks good because it was designed on CRTs. And CRTs are not pixels, they're phosphors.

>> No.8489647

>>8489628
Also, those GB-DS games look best on CRT. Using a GB Player or emulating them at 240p on Wii makes them looks astonishingly better than they looked on the portable system, because LCDs are ass and shit. So are OLEDs, and plasma. All looks like shit for low-res graphics, and "retro-styled" games are low-res graphics.

>> No.8489659

>>8489496
You're not wrong but at the same time not everything has to be pulpy, hypermasculine and troma tier either. NARC is a funny game that most people should play, but it sucks. You know it sucks. You know you're inserting coins by level 2, don't even fucking lie to me. The other ones you posted suck ass too. Fucking Xenophobe, really nigger? No one ever liked that one. Get that normiecore NBA Jam shit out of my face, too. Atari and Midway's output sucked shit since '87 or so. Let me guess, you're still 13 and think Mortal Kombat is better than Street Fighter 2, right? Revolution fucking X one of the corniest lightgun games ever made? At least pick some good Murrican boomer games, boomer.

>> No.8489680
File: 1.96 MB, 505x424, 28lAa+.gif [View same] [iqdb] [saucenao] [google]
8489680

>>8489459
He has good taste.

>> No.8489684

>>8489680
This character really does look awful

>> No.8489687

>>8489524
How would you produce shading and an effect of shape at the same resolution for an LCD target screen?

>> No.8489695

>>8489529
For what purpose? It'd be at least as hard as writing original code.

>> No.8489702

There were trends like that even back then, a lot is just due to changing styles. Like a lot of 2D fighting games in the early 90s had similar style, with varying quality, and lots of the early years FC games look very similar, and most of the JRPGs looked like DQ knockoffs

>> No.8489705

>>8489680
>goal of the game is to run around collecting random shit for some reason
This is how you know it's a Eurogame.

>> No.8489708
File: 11 KB, 320x224, 5.png [View same] [iqdb] [saucenao] [google]
8489708

>>8489612
Fucking rekt

>> No.8489713

>>8488678
Excellent post. For the haters, care to explain why axiom verge looks like total shit compared to Comix Zone or Alladin? You're out of your mind if you think some deviant artist can compete with Disney animators.

>> No.8489714
File: 41 KB, 640x321, E90yLZ4XIAcwaT3-640x321.jpg [View same] [iqdb] [saucenao] [google]
8489714

>>8489607
Sounds like solid legal advice to me.

>> No.8489720

>>8489659
Pasta-tier rant.

>> No.8489723
File: 40 KB, 152x254, 1445881232943.png [View same] [iqdb] [saucenao] [google]
8489723

>>8489631
Desire to play game slightly increased.

>> No.8489724

>>8489612
now I doubt these guys have ever played an old PC game and that almost certainly has nothing to do with their use of those colors which is simply a tasteless fad in graphics design the past decade much like how anything from the 2000s was orange/green/beige.

>> No.8489725

>>8489723
I'm not fond of the gameplay, personally. The lost soul-tier replacement enemies are exploding kamikazes and the melee only pinky demon-tier replacement enemies are short dog creatures that you have to aim down to shoot, yet they're still capable of bodyblocking you.
It's also big and meandering at times and there's some crusty platforming.

>> No.8489727

>>8489713
Good thing every single old game looks as good as Alladin

>> No.8489728
File: 225 KB, 1000x591, amphibia-1.jpg [View same] [iqdb] [saucenao] [google]
8489728

>>8489713
Have you seen what Disney produces lately?

>> No.8489732

>>8489725
Thanks for the warning.

>> No.8489736

>>8489728
I'll take Aladdin's animators and you can have whatever current 2d indy game is the best seller on steam currently? I have no clue who that is but I'd bet they'd get smoked.

>> No.8489737
File: 40 KB, 411x550, 1641445680764.jpg [View same] [iqdb] [saucenao] [google]
8489737

>>8489321
>Pixel art should not look pixelated. It's not supposed to look like it's made of squares/blocks
CRTsisters...

>> No.8489738

>>8488753
>it’s different because it is

>> No.8489739

>>8489732
There's a demo you can try though, should give you an idea of what you're in for.

>> No.8489742

>>8489581
>I have ideas for new games all the time
I've been contemplating one myself.

>> No.8489743

>>8489358

some neat ideas about LB. you basing that mecha actions on something else?

>> No.8489748

>>8489737
Oh fuck off, shit doesn't look like that on ANY CRT ANYONE HAD in 1985. Mario can't run up diagonal either in SMB.

>> No.8489751

>>8489197
Is that a 3D effect on the blood spray? Never noticed that.

>> No.8489754
File: 112 KB, 453x183, Missile load.gif [View same] [iqdb] [saucenao] [google]
8489754

>>8489743
I'm sure I've seen some older anime or seen a game do that shit before. But I can't recall off the top of my head. The back part can also open up to load missiles. It can do this in the Lord British form too but I don't have a gif on hand of that.

>> No.8489760

>>8489751
fun fact, the entire game is made up of 3D triangles

>> No.8489764

>>8488990
This game used one of those UNROM-512 boards they sell on Ali Express and it was also IIRC made in a scripting language it wasn't assembly language. Since it's an adventure game it didn't really need to be fast.

>> No.8489768

>>8489742
>I've been contemplating one myself.
what game ideas you have?

>> No.8489769

>>8488672
More realism. Note the lower contrast in shading between Asteborg and Demon’s Crest >>8488689

New sprites are also presented with the intent to “look like sprites,” whereas retro games of the era were trying to look more like traditional illustration and considered pixel art to be a limitation working against that goal. This results in newer sprites looking cleaner, to convey simpler, more pixely shapes, while retro sprites have more muddled features to give the illusion of detail.

New sprites also often try to give the impression of more dramatic lighting, which I think was just considered pretentious, overly moody, or inflexible in the retro era.

>> No.8489770

>>8489639 >>8489647
LCDs were pretty common by 2008. Isn't a more plausible explanation that Bloodstained's art was made by different people, who weren't as experienced/talented/well-taught as Castlevania's?
https://www.igdb.com/games/bloodstained-curse-of-the-moon/credits

>> No.8489772

>>8489713
axiom verge looks great

>> No.8489775

>>8489427
Both. IGAshit can fuck off but CV64 and LoD are pure unadulterated kino

>> No.8489776

>>8488796
Sorry, what do you mean “process” them?

>> No.8489779

>>8489772
EWJ looks a million times nicer. Provide any gif of Axiom's shooting animations against Jim's default starter gun.

>> No.8489782
File: 19 KB, 480x448, 130114-cv3-02.gif [View same] [iqdb] [saucenao] [google]
8489782

>>8489713
Ironically, I've never used a CGA PC. I only played the CGA version of Keen because it was the version on a CD someone was showing me. Always liked the look, though.

>> No.8489785

>>8489687

you don't
instead you have an agreed on filter that is expect at the player's end

>> No.8489786

>>8489770
No, because Iga and his pals were behind Bloodstained, and remember Konami's artists and team weren't that experienced when CV1 came out, but CV1 still looks a little better than Bloodstained games. Bloodstained was made by pros. Still looks less stellar than 2D vanias.

>> No.8489789

>>8489612
https://youtu.be/niKblgZupOc?t=321

>> No.8489790

>>8489779
You're picking one of a relatively small number of "let's animate this like a cartoon" retro games. The vast majority had minimal frames of animation with rather little in the way of unnecessary flourishes, especially in the 80s.

>> No.8489796

>>8489728
Cunnies?

>> No.8489803
File: 12 KB, 768x544, imft7.png [View same] [iqdb] [saucenao] [google]
8489803

>>8489768
Ok. I had an idea for a game that's kind of a variation on Chuckie Egg. My idea is the birds can peck holes in the platforms ala Lode Runner, and if you fall into them you die since...the holes are actually portals to Hell. Also you can pick up guns that have a few shots each and let you temporarily neutralize the birds. Instead of ladders connecting the platforms there's tunnels like in Bugs Bunny Crazy Castle.

One possible wrinkle is having an ice stage like in Mario Bros where you skid and have an increased chance of falling into the holes the birds drill.

>> No.8489804

>>8489779
yeah ewj looks great, better than most games even from the time, but most game art wasn't made by cartoon animators even at the time either so it's not really a slamdunk for your "new bad old good" argument
im also capable of enjoying more than one thing

>> No.8489806

>>8489789
to add to that
https://www.youtube.com/watch?v=VL1RcuZsnjg

>> No.8489808

>>8489659
>not everything has to be pulpy, hypermasculine and troma tier
Why not?
>but it sucks. You know it sucks.
No it didn't. How could it suck if I had so much fun?

>> No.8489810
File: 122 KB, 2016x1512, 270562548749.jpg [View same] [iqdb] [saucenao] [google]
8489810

>>8489228
Valley of Rains is fucking legit, based Zosya has published some of the best games on the machine and are proof that the 21st century is truly the golden age of the Spectrum

>> No.8489824

>>8489806
I loved this better than mario 3.

>> No.8489825

There's a few Amiga titles with an "indie game" look to them because it was a system with a huge master palette (4,096 colors) but a limited on-screen palette (32 unless you switch them mid-scanline), which mirrors the modern approach to pixel art.

Actually, that could be another reason why modern pixel art looks like it does - doing effects "between the scanlines" is not a thing anymore.

>> No.8489828

>>8489810
>>8489228
it's kind of hard to mess up a Spectrum homebrew since most of its commercial games were glorified homebrews to begin with and the whole scene was very DIY with basically no rules. for console games it's a little different since they had a clear look and feel to them and most homebrewers can't really recreate it.

>> No.8489836

I hooked micro mages up to my 13" set from '86 over RF and it looked fine.

>> No.8489848
File: 1.25 MB, 780x620, Shockway Rider.webm [View same] [iqdb] [saucenao] [google]
8489848

>>8489828

Comic books and zines were a huge influence on the look of Spectrum games, especially 2000AD. But you're right, without large studios to create a house style or real hardware constraints (other than the Z80's speed and the 32x24 color resolution) it was largely anything goes.

>> No.8489849
File: 2 KB, 256x192, drift_s0001.gif [View same] [iqdb] [saucenao] [google]
8489849

>>8489810
Damn right. These guys are amazing.
https://www.youtube.com/watch?v=oohkJ-Uc4tk

>> No.8489857

>>8489836
based can you take a pic

>> No.8489864
File: 106 KB, 1280x720, sword of ianna.jpg [View same] [iqdb] [saucenao] [google]
8489864

>>8489828
honestly couldn't give a fuck about a "clear look and feel" when years of cumulative experience and documentation means we're getting games on the hardware now that put games from the machine's prime to shame. Homebrew devs on other platforms are trying to recreate the best games made by professionals of the day while the Spectrum has had a clear and defined evolution. They've never stopped moving forward and the games coming out in current year are the evidence of that.

>> No.8489865
File: 7 KB, 640x480, SCRtoImage.png [View same] [iqdb] [saucenao] [google]
8489865

>>8489848
also there was almost no filter to weed out the more stupid or bizarre ideas a programmer might come up with. that explains why many Spectrum games look like a Salvador Dali painting.

>> No.8489867

>>8489857
I will when I get home from vacation soon.

>> No.8489871

>>8489867
thanks anon
enjoy your vacation

>> No.8489872

>>8489864
>when years of cumulative experience and documentation means we're getting games on the hardware now that put games from the machine's prime to shame
That's a fancy way of saying "Euro demosceners go for maximum audiovisual bling while still never succeeding in making anything that's actually fun to play or uses sound game design practices."

>> No.8489875

>>8489872
and Paprium proves it.

>so much effort put into the graphics
>all for a very bleh beat-em-up that doesn't touch the classics from the Mega Drive's commercial lifespan

>> No.8489898

It speaks to the geniuses of the 80 and 90s that could get so much out of so little space. The modern genesis stuff is based as well, modern pixel artists.

>> No.8489904

>>8489739
I have a chronological queue of games to sample, so it'll probably be a while if I ever try it. Thanks for the pointer, though.

>> No.8489909

>>8489898
On that note, I'd like to see some homebrewer attempt a 4 megabit Mega Drive game where they have to reuse tiles ala the early stuff like Altered Beast. Most of them just use 32 megabit ROMs. But I bet they're not good enough to work under the constraints that developers had in the beginning.

>> No.8489910

>>8489904
Good luck with your backlog, Anon.

>> No.8489915

>>8489872
wrong, the game design is more informed than it ever has been in the history of the machine. people are able to make games that play just as smooth and responsive as the best games on other 8-bit machines.
>Ninjajar
>Delta's Shadow
>Gimmick Yumetaro Odyssey
>Gommy Medieval Defender
>Cray 5
>Invasion of the Zombie Monsters
>Coloco
>Space Disposal
>Los Amores De Brunhilda
>Ooze: The Escape
>Sophia 1 & 2
>Retroinvaders
>Castlevania Spectral Interlude
>Aliens: Neoplasma
>Sector Invasion
>Yazzie
along with the already posted Sword of IANNA, Valley of Rains and Drift, these games are all exemplary work which stands toe to toe with some of the best games on NES or SMS.

>> No.8489916

>>8489806
Note the word "patch". The feature wasn't in the original game.

>> No.8489919

>>8489875
Beat em ups are not an easy thing to make anyway, most homebrewers don't even attempt them.

>> No.8489928

>>8489872
>>8489875
Consolefaggots dont count. Console homebrew devs rely on a steady income stream from sanic manchilds and estrogenic tendies, they make shit games because they need to cater to them.

>> No.8489932

>>8489915
>toe to toe with some of the best games on NES or SMS
Drift is arguably much better than any driving game on either of those systems, graphically and gameplay wise.

>> No.8489935

>>8489496
Hotline Miami was so good nothing could come close to it, the shitty sequel included.

>> No.8489943

>>8489935
Hotline Miami had great gameplay but cringe writing and aesthetics.

>> No.8489948

>>8489928
It can be an issue too since back in the day Capcom were just trying to make games for a general audience instead of the programmer's craft beer-drinking hipster buddies.

>> No.8489972
File: 411 KB, 500x436, dkc2 soul.gif [View same] [iqdb] [saucenao] [google]
8489972

>>8489493
Where the fuck do you think the "vaporwave" aesthetic came from? Where do you think it got the idea for the color palette?

>> No.8489973

>>8489804
>new bad old good
I told you to go with the top 2d Indy retro game off steam of today. Surely if you believed in new good you could start to make an argument for it.

>> No.8489981

>>8489790
If we're going with 80s simply look at Wonderboy 3 Dragons Trap Vs its remake. I still prefer its old look and sound to its modern version.

>> No.8490002

>>8489909
Bit or byte?

>> No.8490004
File: 32 KB, 480x360, isolated warrior.jpg [View same] [iqdb] [saucenao] [google]
8490004

>>8489493
>not seen at all back in the day
lol

>> No.8490041

>>8488869
>Mega Man is blue rather than the original idea of white so that he is more visible.
I thought the original idea was red and they decided blue instead because the NES had shit choices for red.

>> No.8490058
File: 286 KB, 320x224, tumblr_inline_p7gwm6fiBw1r2gkqp_540[1].gif [View same] [iqdb] [saucenao] [google]
8490058

>>8489230
>Is that even possible on the MD?
Is this a serious question?

>> No.8490068

>>8489705
Basically retail therapy.

>> No.8490071

>>8490058
I don't know what's crazier...
That you can program something to move like that...
Or that someone actually did it WELL and made it work long before the days of cheat "game engines". And people shit on Treasure. Treasure and Konami had madmen working for them in the 90s.

>> No.8490075

>>8489091
Can you prove that?

>> No.8490086

>>8489230
>>8490058
>>8490071
This is basic programming 101, jesus christ, /vr/ is so easily amused. The MD is able to move around up to 80 sprites anywhere on screen at once. This is not some scanline trickery or crazy bit shifting, just basic sprites.

>> No.8490092
File: 3 KB, 256x224, 4839E42B-48CA-4489-9FCB-2A08DFD722F8.gif [View same] [iqdb] [saucenao] [google]
8490092

>>8489705
huh, never played a game like that before

>> No.8490113

>>8488926
Cause these new artists grew up on deviant art

>> No.8490134

>>8490086
Toy Story, Wolfenstein 3D, Kawasaki Superbike Challenge, Road Rash, Beyond Zero Tolerance, Panorama Cotton, and Red Zone did much more elaborate tricks with the mega drive sprite system.

>> No.8490146

>>8489973
>>8489973
that was my second reply to you in this thread, and i don't really use steam sorry dawg. but games axiom verge, fez, owlboy, undertale, any one of the hundreds of impressive little pico-8 games, some of the stuff that's come out of gb studio and nes maker, pretty much any retro style indie game jam. theres no shortage of cool pixel made by tons of different great artists, and again im capable of appreciating more than one thing from time period.
i still come across musicians that i appreciate just as much as any other musician i appreciate from the last 100 years too. games aren't any different. it's cool if you're really into one specific period, i have a basement full of aging plastic that i use regularly, but you shouldn't be confused that other people don't connect to it in the same way you do

>> No.8490154

>>8489245
>no one else like the garbage i'm simping for
this is why I say there's still hope for /vr/

>> No.8490159

>>8490086
Look asshole, I'm not a programmer. I'm a chemist. And terrorist. To me, telling a bunch of sprites to move around an x-y space like that while looking decent and without the help of a programming "engine" or whatever the fuck you guys call them, is amazing, just like how I can make drugs and bombs out of shit from your local retail/wholesale outlet.

No, don't ask.

>> No.8490173

>>8490154
old good new bad

>> No.8490179
File: 961 KB, 948x800, body.png [View same] [iqdb] [saucenao] [google]
8490179

>>8490058
>>8490071
it's some kind of lerp i think? i recall a few nes games using this but when 16-bit consoles brought more sprites and computational availability basically everyone started doing these "ball bodies", it's where a serpent-like enemy's body consists of many identical segments in a chain

>> No.8490192

>>8490179
O know about the segmented body stuff, but programming each element to connect to and follow the others in a certain way, on such primitive hardware in real time and without the advanced tools of today, is pretty cool shit. Contra Hard Corps has this down to a science.

>> No.8490203

>>8490179
>>8490192
C64 and speccy did the same thing on 8 bit CPU.
https://youtu.be/JoglI5t_jQU
https://youtu.be/S_9Q0uBAvL0

It's not some magic thing.

>> No.8490215

>>8490203
It is magic to non-coder fags.

>> No.8490224

>>8489713
>Disney animators
???????????

>> No.8490258

>>8488717
It unironically is, getting the most use possible out of your limited space. Most people never ever noticed that the clouds and bushes in Super Mario Bros. were the same.

>> No.8490265

>>8488672
This looks just like a Sega game

>>8488678
Lots of indie games lol better than 99% of retro games. Tons of retro games have absolutely garbage graphics. You're cherry picking the greatest hits in your mind, and putting that up to the shitty indie games that nobody even fucking likes.

>> No.8490269

>>8488689
If you can't elaborate on how one is better than the other, then you're just a whiny autistic faggot crying because it's different.

>> No.8490270

>>8489115
The *environment* looks good, but the little calarts doodles there don't, and would be difficult to read on a CRT.
Figures weren't drawn like that in videogames in the 80s or early 90s.

>> No.8490271

>>8488726
It looks fucking great. You're being autistic as fuck.

>> No.8490272

>>8490271
He didn't say it looked bad, you spastic, he said it looked different from the games it's supposed to be inspired by. Don't go off half-cocked.

>> No.8490275

>>8488818
No, they're making a game that's meant to played on a modern TV. Get over it faggot.

>> No.8490276

>>8490224
You should look more before posting.

>> No.8490280

>>8489224
The graphics are fine as is, but they're very clearly made for modern LCD displays. Much of the fine detail achieved here would be lost on old 80s TVs and the small characters wouldn't be easy to read.

>>8490275
That still makes for a distinctly different visual, which can still look good, but it's not the same. Mind also that old sprite art will still look good on modern displays.

>> No.8490290
File: 129 KB, 960x540, aca-ikki.jpg [View same] [iqdb] [saucenao] [google]
8490290

>>8490272
Plenty of other posts have. Derp.

>>8489973
What kind of weirdow use steam?

There were plenty of garbage retro games. See pic.

>> No.8490292
File: 64 KB, 400x200, metroid zero sprite remake.gif [View same] [iqdb] [saucenao] [google]
8490292

>>8489197
Fluid animation is awesome.

Another autistic post.

>> No.8490293

>>8490224
Yes, Disney animators worked on Sega Genesis games yet there are still people on this site who think n64 games look better.

>> No.8490297
File: 758 KB, 328x302, giphy.gif [View same] [iqdb] [saucenao] [google]
8490297

>>8490146
Hand drawn disney films are always going to be better than your nu age garbage.

>> No.8490301

>>8489228
That game looks awful.
>>8489282
Looks like shit.
>>8489327
Skip.
>>8489349
Doesn't look like it would run on a vanilla NES cart. Trash.
>>8489429
That looks pretty cool.
>>8489476
Too many frames. Looks like something for a nugamer on a 120fps display. Movies run at 24 fps and so should games.
>>8489496
Look up cyber Shadow, fag.
>>8489708
Looks exactly like OP.
>>8490280
They didn't want it to be the same and neither do I.

>> No.8490306
File: 2.16 MB, 500x269, LETS GO redline.gif [View same] [iqdb] [saucenao] [google]
8490306

>>8490297
The greatest animated film of all time is Redline.

>> No.8490312
File: 2.31 MB, 1920x2560, Ara fell.jpg [View same] [iqdb] [saucenao] [google]
8490312

Does it look like it would play on a vanilla SNES? NO. Does it look like it was made for a crt? No.

Does it look fucking fantastic? Yes.

>> No.8490316

>>8490179
How do you math that

>> No.8490321

>>8490071
https://rasterscroll.com/the-birth-of-seven-force/

>Bravoo Man’s early appearance on the first stage seemed designed to impress, and it would feature prominently in many previews of the game. Rarely, if ever, had a boss character with such smooth animation and wide variety of movement patterns been seen in a console game up to that point. Maegawa, though, was quick to point out that it was not that technically impressive from a programming standpoint: “I often hear words like ‘skilled craftsmen’ and ‘technical masters’ used to refer to Treasure, but I don’t think that’s referring to our programming skills. Actually, in the company, we would jokingly call ourselves ‘skill-less Treasure’ (laughs). For example, with the multi-jointed bosses, we weren’t doing anything technically impressive in terms of programming. All we were doing was moving some sprites around. However, the way we displayed that movement and the ideas we put into it made it into something impressive. I think that’s what people are talking about when they say our games are amazing. If the way the characters move is fascinating, then it doesn’t really matter that our programming skills are lacking, does it?”

>> No.8490323
File: 1.66 MB, 490x378, Breath of Fire 4 Gif (1).gif [View same] [iqdb] [saucenao] [google]
8490323

Case in point. Look at how fluid the animations are. This shit would never run on a SNES. Look at how detailed the enemy is, youd never see those details on a CRT. Look at how many colors are on screen at once, shows a lack of creativity. Why do they feel the need to cover every inch in details? Where are the black boxes or gradient backgrounds?

>> No.8490324

>>8489713
Yes, and those same Disney animators worked on fucking Pocahontas on the Mega Drive. Doesn't make that game good just because it had Disney staff working on it.

>> No.8490327
File: 1.75 MB, 2560x1920, unchained echos ~01.jpg [View same] [iqdb] [saucenao] [google]
8490327

The characters have a western design style, mixed with eastern gameplay.

This will trigger you autism fags not because it's bad, but simply because it's new.

I think it looks great.

>> No.8490329

>>8490312
Looks like a PS1 sprite game. Whats it on?

>> No.8490336

>>8490292
>Fluid animation is awesome.

It's... okay I guess. It's just quite jarring compared to the more limited retro games so it makes itself seem very modern rather than actually retro. It also feels masturbatory and unnecessary at times. The focus tends to be on more frames of animation which I feel is a bit of a waste of time, vs. enemy variety, stage variety, etc.

>> No.8490363

>>8488672
>art design

Who even came up with this term?
It has always been art direction. Art design as a term is creeping its way in despite lacking any meaning.

>> No.8490365

>>8490324
>worked on Pocahontas
I don't play girls games but does it look good?

>> No.8490368

>>8490306
>greatest animated film
>drawn by slave labour Korean kids

>> No.8490373

>>8490365
It looks decent but, as I said, good graphics doesn't make your game good; Its a pretty boring game. Same with Mickey Mania: its a pretty bad platformer but it DOES have actual Disney staff who worked on it.

>> No.8490379

>>8488818
>They don't use outlines for their sprites anymore
...because sites like this one used to say that black outlines were "a sign of a poor pixel artist".

>> No.8490381

>>8490373
Did you miss the part where this thread was about sprite artwork

>> No.8490384

>>8490381
Nope.

>> No.8490391

>>8490336
>Its jarring
This is a buzzword. Basically, it's different, and you don't want it to be different. You want it to be the same. And that's fucking retarded. The only way to make a game that's completely faithful to one is your classic childhood memories, is to make a full blown 100% rip off. And then you'd complain that it was boring, unoriginal, and generic.

>its masturbatory
An insult that can be used against most awesome things, and peri much any game worth good graphics. Go play dwarf fortress dude.

>> No.8490394

>>8490368
And? Who gives a shit. Pretty sure that's not true but I wouldn't care anyway.

>> No.8490397

>>8490379
Yeah outlines are fucking gay. Look at the GBA castlevanias. I know why harmony had outlibes, and i don't fucking care. I hated it then, i hate it now. Romhacks remove it.

>> No.8490416
File: 160 KB, 1343x753, bsv19c9rxxe71.jpg [View same] [iqdb] [saucenao] [google]
8490416

>>8488672
I believe it's precisely the lack of a crt and blurry displays dying out, which gave the retro games a specific way of shading, specially when they were attempting pseudo-3D effects. Now, screens are super sharp, and people have no interest in trying to imitate 3D shading like in the 90s. Flat and oddly colored icons and sprites are the biggest giveaway. You can find good and bad spritework on both though. Honestly, NES-styled spritework looked like MS-Paint drawings from the beggining.

>>8488678
I believe it has more to do with people losing interest with traditional art.

>> No.8490420

>>8490391
Are you a modern dev taking this personally or something?

>> No.8490425
File: 48 KB, 350x263, F2mzoJsfGV3PYxsBlcPufaY-NLd9c5-FDdSt5fdO0Pg_350x200_1x-0.jpg [View same] [iqdb] [saucenao] [google]
8490425

>>8489493
ackstually

>> No.8490426

>>8490416
>which gave the retro games a specific way of shading,

Yeah, they're dithered out the ASS. Scaling that with nearest neighbor to 1920x1080 just makes it pixilated and you're not even sure what it is anymore. not as big an issue with 8 bit since the sprites were quite flat, but they really tried to add depth with 16 bit onwards.

>> No.8490428

>>8490327
>I think it looks great.
It looks great for a free 2 play mobile game installed by the manufacturer.
There's absolutely no volume.

>> No.8490429

>>8490416
They also wouldn't bother with things like faces, often just having a pixel or two for the eyes. They know it wouldn't show up . Alucard, one of the most famous sprites ever, is in the same style as the other castlevania games, where the characters don't have detailed faces.

>> No.8490431
File: 3.13 MB, 640x550, street-fighter3-sprites.gif [View same] [iqdb] [saucenao] [google]
8490431

>>8489197
Fluid animation is the natural evolution of the pixelart artstyle by the time it died on the 1999s

>> No.8490434

>>8490431
SF3 bombed (no single entity sold more than 1 million copies, which is an anomoly with SF games) and the hyper-fluid animation at low resolutions is great, but it's deemed unecomical.

>> No.8490478
File: 84 KB, 300x172, 1617612960329[1].gif [View same] [iqdb] [saucenao] [google]
8490478

>> No.8490564

>>8490173
zoom bad you zoom.

>> No.8490574
File: 8 KB, 320x224, vectorman2_04.png [View same] [iqdb] [saucenao] [google]
8490574

>>8489493

>> No.8490620
File: 771 KB, 512x512, 1533236732821.gif [View same] [iqdb] [saucenao] [google]
8490620

>>8488672
Most of them are likely using these type of tutorials as their starting off point which means a lot of them end up having a very similar style.

>> No.8490679

>>8488672
I got demons of asterbog, I did not get it thinking that it was in any way possible the make something better than what masters of the craft did at the time. They are amateurs and thats fine. To make up for lack of experience these devs use massive cartidges as a way to out muscle what the old devs did. They aren't as good as bloodlines but I still really like these new games.

Check this out
https://www.youtube.com/watch?v=rINCptd3GEk
he's been working on it for years

These games are almost like continuing off if sega didn't abandon the genesis megadrive so early.

>>8488749
The people making those old games would have spent from the 80's making pixel art so a lot more experience

>>8488869
I think most of old devs would draw the characters on paper and put the art into the game a dot at a time instead of using gimp or whatever

>>8489000
It shouldn't be that expensive to just have massive bank switching, the gbc even had games over 4mb.

>> No.8490690

>>8488672
Modern pixel art animators abuse:
>tweening
>32bit pallete
>sprite rotation and scaling

>> No.8490834

>>8489337
Probably because they don't see daylight for weeks at a time in Northern Scandiland.

>> No.8490850

>>8488729
Personally I enjoy crushing and snorting them. Worth every penny.

>> No.8490882

>>8489482
>>8489302
Americans are the ones who keep making and fellating indiepixel shit

>> No.8490886

>>8489981
>Dragon's Trap remake
I've been playing that recently and I've found myself switching the graphics to retro from time to time so I can clearly see where the walls are

>> No.8490910

>>8488926
It's more like they have tons of theoretical knowledge but they don't have the raw thousands of hours of experience that comes from working 9-5 for years making sprites for limited hardware.

>> No.8490912

>>8489776
You can technically eat an entire turkey on thanksgiving but you can't digest all of it at once. You eat it bite by bite.

>> No.8490920

>>8489197
That's one area where the modern artists have a clear advantage. There are much better resources available now for learning the principles of animation. Most video game artists in those days knew fuck all about animation, and also programmers tended to pressure them to save RAM wherever possible so they went for efficient simple animation with as few frames as possible over fluidity.

>> No.8490923

>>8490920
But I like the older ways better. it didn't seem over done, and just got to the point instead of every thing being heavily animated.

>> No.8490925

>>8490923
That's fine. It's not wrong to like it. Anime also tends to use simple animation compared to something like Disney and lots of people like it.

>> No.8490945

>>8489728
I fucking hate this 'look' that all these cartoons are using now. Basically using an 'adult sitcom' look but for children's cartoons.

>> No.8490956
File: 4 KB, 256x240, ho0g215g2fo51.png [View same] [iqdb] [saucenao] [google]
8490956

meanwhile, in professionally made NES games, you have a character drawn on graphing paper all the way from 1987 standing alongside more detailed graphics, in a game released in 1993.

>> No.8490985

>>8490416
suddenly I want to play a retranslated FFVI

>> No.8491010

>>8490420
It is. Trust me, there's 1-2 of these guys in there who are sore af.

>> No.8491026

>>8490002
Megabit as in 512 kbytes

>> No.8491037

>>8490270
>but the little calarts doodles there don't, and would be difficult to read on a CRT
They would be full of banding and dot crawl.

>> No.8491041

>>8489705
Japanese platformers tended to focus on making a nice tight obstacle course. Euros somehow had an addiction to running around poorly designed mazes collecting crap.

>> No.8491075

>>8490280
>old sprite art will still look good on modern displays.
Dare you to post that in a display/filter/shader autism thread.

>> No.8491078

>>8490290
>Plenty of other posts have. Derp.
So spaz at them instead?

>> No.8491082

>>8490306
Does she hunt cherry boys, or is she a cherry who hunts boys?

>> No.8491091

>>8490312 >>8490329
https://en.wikipedia.org/wiki/Ara_Fell
I wonder whether retro-style games would be different if Nintendo hadn't totally abandoned 2D for the 64.

>> No.8491097

>>8490270
>Figures weren't drawn like that in videogames in the 80s or early 90s.
You see, the thing is, I just don’t care.

>> No.8491098

>>8490323
I would have fallen for it if not for the filename.

>> No.8491121

>>8490363
You seem to have understood it fine. What does Google Trends say?

>> No.8491146
File: 80 KB, 1200x900, hero-image.fill.size_1200x900.v1614269151.jpg [View same] [iqdb] [saucenao] [google]
8491146

>>8491026
Math checks out.

>> No.8491176

>>8491010
And I ain't saying it's bad, just that it looks very distinctly modern.

>> No.8491278
File: 17 KB, 640x400, jumpman (Epyx c64 1983).png [View same] [iqdb] [saucenao] [google]
8491278

suppose Jumpman was a modern C64 homebrew

>be padded out with loads of tasteless and completely unnecessary Euro demo effects+bathtub gargle music
>and need a 512k cartridge

>> No.8491314

>>8490336
>The focus tends to be on more frames of animation which I feel is a bit of a waste of time, vs. enemy variety, stage variety, etc
Do they consider how much ROM space they waste on this shit?

>> No.8491320
File: 199 KB, 900x544, braindamage.png [View same] [iqdb] [saucenao] [google]
8491320

>>8489105
>leave old hardware in the past while using old hardware from the past

>> No.8491324

>>8491314
I really doubt that it's a constraining factor.

>> No.8491356

>>8490270
For one thing Capcom wouldn't have given a character a hipster beard.

>> No.8491368

>>8491320
In the present we can pick and choose what we want to keep from the past. I choose to keep old consoles and not RF modulators, nor composite cables if I can get away from them.

>> No.8491382

It's so different now. Modern carts can have much more memory, they are probably being displayed more on HDTVs than on small tubes over RF (or composite as time moved on), and styles have changed too. It's very different.

>>8488726
Blacks look horrible on most modern TVs, thanks to light bleed and ghosting. Only as we move into the newest flat panel technology do you see blacks being presented beautifully. The devs are almost certainly designing for crappy LCDs with bad color rendering however.

>> No.8491385

>>8491382
>Modern carts can have much more memory
yet somehow 80% of NES homebrew are NROM

>> No.8491396

>>8491385
Even MMC3 is limited to, what, 768k? Easier to go with the newer consoles if you want a ton of capacity

>> No.8491408

>>8491385
Is it possibly a matter of requiring extra software engineering work that the designers don't want to bother with?

>> No.8491431

>>8491385
They're lazy and can't be bothered with bank switching.

>> No.8491438

as far as I can tell 90% of homebrews are platformers or shmups, nobody tries RPGs, sports games, puzzle games, etc

>> No.8491446

>>8491438
Sports games are trash, RPG's have endless RPGmaker shit. Puzzle games got...Baba Is You I guess?

>> No.8491449

>>8491438
Watermelon Studios did an RPG although a not very good one and only Japanese give a shit about puzzle games.

>> No.8491452

>>8491446
>Sports games are trash
cartridge era ones were a little different as they often had a silly/cartoony side to them before it all became boring dry uber-realistic EA licensed simulations.

>> No.8491460

there's also the retro systems that get little to no homebrew such as:

>Intellivision
>Apple II
>VIC-20
>DOS PCs
>Amstrad CPC
>Atari ST
>PC Engine

>> No.8491528

>>8491460
Most of those suck and aren't worth making stuff for.

>> No.8491553

>>8488708
let's see them try it in 8 megabits

>> No.8491576

i swear any thread about homebrews there is always some faggot or faggots who rant about hating Micro Mages. why? what did that game do to you?

>> No.8491591

>>8490434
It was only "unecomical" because of the shift into 3D you fucking shitposting troon

https://www.youtube.com/watch?v=tvFUkk-3sCI

As a 2D and 3D fag myself, it's a damn shame what happened to SF3. It might not have been SF2.2.0, but that game is hella soul WITH good gameplay, unlike many "soul"ful games with shit gameplay.

>> No.8491593

>>8491576
Yeah, I guess he is butthurt or jealous lol

>> No.8491594

What did you guys think of xeno crisis?

>> No.8491607

>>8491446
>sports game are trash
Blades of steel, neo turf masters and wcw vs nwo revenge still hold up today.

>> No.8491614

>>8491576
IDK but the programmer of the game is in this thread and he is mad af.

>> No.8491624

>>8491460
PC Engine would be fun to develop for, but there’s the problem of producing HuCards at all at this point.

>> No.8491627

>>8491460
Nobody in the West has a PC Engine to test their games on nor is any English language programming dox available.

>> No.8491639

>>8491627
>Nobody
They’re around. People with TG-16s can use flash carts/ODEs.

>> No.8491661

NES has too many goddamn banking options

>> No.8491707

>>8489327
it's not bad

>> No.8491739

>>8491594
It's a REALLY GOOD GAME but, on-topic, it doesn't look or play like a Genesis game from the 90s

>>8491614
sorry Micro Mages guy, your game is pretty good imo and has good graphics although I did pirate the rom, maybe next steam sale

>> No.8491743

demons of asteborg looks great imo, anyone got a rom that loads on real hardware?

>> No.8491782 [DELETED] 
File: 14 KB, 415x273, images (38).jpg [View same] [iqdb] [saucenao] [google]
8491782

>>8488737
That game was so jankly designed it wasnt even fun to play so i delwted it, like most steam indie trash.

The left cant Dev

>> No.8491786

>>8488737
The only reaaon GBA has oversaturated high bright low contrast crap was because nintendo fucked up and gave the OG gba a shitscreen with dark murky color display.

>> No.8491790

>>8489101
That looks like Amiga yuroshit

>> No.8491798

>>8490292
Both styles are good when done right

>> No.8491805

https://www.youtube.com/watch?v=bE38RLw-dG8

Looks way too cluttered. You can tell they clearly put presentation up front which I wouldn't be shocked by if this game was made by Euros.

>> No.8491825

>>8489327
>kids burn to death
>certain stages are designed so you cant save them all in time.

Fucking Creepy. And traumatizing.

>> No.8491831

>>8489782
I now realize how utter cluttered NES graphics tend to look due to lack of multiple layers.

>> No.8491834

>>8491075
I fucking will, they're all faggots.

>> No.8491842

>>8490312
>Jpeg twatter

Sucks, of its rendered in its native 1x you could run it trough Retroarch crt shaders or NTSC ones at least via the image loader to have some fun, sadly i cant post it myself because i am not in my house.

>> No.8491858

>>8491805
it seems these guys didn't utilize their ROM space that well. an NROM game is extremely limited there is just 32k of PRG ROM and perhaps it would have been better to not waste several kb of it on that elaborate title screen.

>> No.8491890

>>8489493
This literally ripped off an obscure C64 game.

>> No.8491892

>>8489429
>Nebs & Debs
anyone have a rom for this?

>> No.8491903

>>8490258
IRL clouds are literally sky bushes

>> No.8491905

>>8491790
Accurate

>> No.8491925

>>8491805
Huh. Kinda neat that they managed to recreate half the final Kirby boss

>> No.8491932

>>8491892
nvm i found it

>> No.8491935
File: 688 KB, 764x430, 101.gif [View same] [iqdb] [saucenao] [google]
8491935

rate my pixelshit /vr/

>> No.8491938

>>8491935
Eh, it's serviceable enough. The Jaguar looks really good though, fine job there.
Or is it a Cheetah? I don't know my wild cats.

>> No.8491945

>>8491935
What the fuck is going on with that guy's legs on the left?

>> No.8491948

>>8491858
From what I remember MM isn't that long maybe several screens worth of game. Given that it's a 32k ROM they could have made it longer than that--a game that short would be something you'd expect in a 16k game.

>> No.8491949

>>8490071
anon, ataris and amigas could do that shit in the EIGHTIES

>> No.8491959

>>8488672
this looks good
>>8488689
this looks good
>>8489034
this looks good
>>8488737
this looks good
>>8489112
this doesn't look very good
>>8489197
this looks good
>>8489429
this doesn't look very good
>>8489708
this doesn't look very good
>>8489782
this looks good
>>8490092
this doesn't look very good
>>8490327
this looks good
>>8490425
this doesn't look very good

>> No.8491961

>>8491935
Work on the basics of anatomy construction first, then go back to pixels.

>> No.8491965

>>8491743
>demons of asteborg looks great imo,

yeah, it looks alright. Just that it doesn't quite surpass the games it's inspired by and has a very modern spirte look. They also threw in everything rather than just focus on one type of game to be inspired by. If released in the 90's, it would have been a killer app, but the cartridge would have also costed 300 dollars.

>> No.8491972
File: 347 KB, 1200x869, bloodlines1[1].jpg [View same] [iqdb] [saucenao] [google]
8491972

>>8490301
>Looks exactly like OP.

Much more contrast and much more blacks in Bloodlines though.

>> No.8491974

>>8491935
That looks completely authentic to a very jank PC budget title. I've seen titels that look just like that.

>>8491961
The wonky anatomy just adds to the authenticity.

>> No.8491975

>>8491938
its a little Ocelot (jaguatirica), and thanks

>>8491945
his muscles twitching when he rest his bodyweigth on that leg

>> No.8491980

>>8491935
looks like some low budget sega cd rpg, but honestly not bad

>> No.8491983
File: 250 KB, 960x400, ultionus.png [View same] [iqdb] [saucenao] [google]
8491983

This game had some pretty nice art, and from what I remember it was all done by one guy.

>> No.8491984

>>8491965
If it was released in the 90s it would be a 16 megabit game.

>> No.8491989

>>8491980
>>8491974
It looks like it's a PC Educational title, and it would be totally jank. Lots of crappy voice clips and badly animated FMV. not an rpg though.

>> No.8492013

>>8490075
He can't.

>> No.8492025
File: 291 KB, 980x551, 033fe9_ef7d7760ca85424ab388901498f1b52f~mv2.jpg [View same] [iqdb] [saucenao] [google]
8492025

>>8491624
Jessie Jaeger is supposedly getting a hucard version
Right now it's just CD-ROM
https://www.boldgamestudio.com/online-store

>> No.8492036

>>8491945
His left foot looks like it's pointed towards him, which with how the rest of his body is twisting, looks like he broke his ankle

>> No.8492061

Looks like the Genesis Gargoyles game.
I can't post a screenshot myself because someone in my IP range was being a nonce.

>> No.8492063

>>8491805
Here's what Micro Mages needed to do.

>get rid of animated title screen...too much space used for an NROM game
>have simple high contrast block graphics and 16x16 sprites that can be easily seen on a CRT TV
>perhaps with the space saved from point 1 there could be more actual game content or longer levels

>> No.8492093

>>8489459
go cry somewhere else pls

>> No.8492096

>>8491984
yeah does he have any idea what ROMs cost back then?

>> No.8492102
File: 259 KB, 500x500, Untitled2.png [View same] [iqdb] [saucenao] [google]
8492102

>>8491945
>>8492036
Oh THAT

Backwars feet are his thing, forgot to add context

>> No.8492107

>>8492102
Oh, well fuck me. Carry on then.

>> No.8492112

why does this board hate Europe so much?

>> No.8492145
File: 1.53 MB, 1920x1920, pier solar.jpg [View same] [iqdb] [saucenao] [google]
8492145

>>8491314
Who cares. Non issue today. Derp.
>>8491438
*ahem*
Pic.

>> No.8492154

>>8492145
Go away Fonzie.

>> No.8492162

>>8491972
Meh. Depends on the section of each game.

>> No.8492163

>>8488672
Japanese 90’s game makers wanted to distinguish themselves from American games by putting black outlines around many elements of sprites.
If you look at Atari arcade games from the 80’s or Atari 5200 or 7800 games they look more like indie pixel games.

>> No.8492169

>>8491965
Asteborg looks better than 99% of retro games. And your criticisms are really fucking dumb and gay.

I don't even like the game because i don't think the gameplay is very interesting. But the graphics are pretty fucking awesome. The fact that it doesn't look exactly like bloodlines is not valid criticism, it's just really fucking dumb and autistic.

>> No.8492171

micro mages raped my cat

>> No.8492172

>>8492163
Actually the outlines were just to make the graphics more legible on a CRT TV. You notice SMB is a fuzzy mess because they hadn't learned how to do that yet while SMB3 is a lot cleaner-looking.

>> No.8492175

the authenticity autism is a 3 anons thinking they can design a good game using a cargo cult philosophy

>> No.8492204
File: 92 KB, 545x496, 56553.jpg [View same] [iqdb] [saucenao] [google]
8492204

>> No.8492206

>>8492204
I can smell the dog piss and feel the 70s linoleum in this photo

>> No.8492207

>>8492204
Ok. Now anyone try running Micro Mages, Nebs & Debs, Demons of Asteborg, etc on that thing and see how smeary the graphics look because the dumbasses were using 4k monitors to draw them with.

>> No.8492216

>>8492207
You’d have to be stupid to try that, because that TV is a piece of shit.

>> No.8492220

>>8492216
i hate to go there but back in the day that was the average TV you would have a console connected to

>> No.8492225
File: 21 KB, 259x355, 097F3217-4B02-4D9C-BA95-D19BEC411885.jpg [View same] [iqdb] [saucenao] [google]
8492225

>>8492220
We don’t need to go back to that. There’s no inherent value in it. We don’t need to bring back 8-track tapes either.

>> No.8492226

>>8492207
>dumbasses designed it for the display 99% of people use.

CRTs are fucking gay. Get over it.

>> No.8492230

>>8492163
They were just doing it for clarity's sake and they were also taking cues from anime where outlines obviously were a thing.
Westerners usually tried to go for something closer to realism, so no outlines.

>> No.8492231

>>8490620
>just hue shift the shadows, bro
kek, zoomers think it's that easy

>> No.8492257

>>8488672
i mean, when you look at these games the art styles clearly look 2010s they don't look like stuff actually did in 1991 or something.

>> No.8492283

>>8490192
It isn't some major wizardry like you're trying to imply. The original example also isn't that complicated. It's just a multi piece sprite with incredibly simple animation and movement.

>> No.8492290

>>8490292
the breathing effect is lost on the remade sprite. The sub-pixel animation is just too subtle to make a difference. It just looks like compression artifacts than actual animation.

>> No.8492298

>>8492290
I'm not sure if it's breathing with Zero Mission. It's definitely breathing in Fusion and Super, but with Zero Mission it seems more like the suit is pulsing with energy.
This is something that's bothered me

>> No.8492303
File: 361 KB, 1920x1080, what happened.jpg [View same] [iqdb] [saucenao] [google]
8492303

Why do the FF PIxel Remaster sprites reek of pixelshit. They feel amateur but they're by Kazuko Shibuya, who did the SNES originals. It's so disappointing, if anything she should know how to use color palettes better than most people given her portfolio. Did she lose her touch or something?

>> No.8492308

>>8490920
>Most video game artists in those days knew fuck all about animation
That's simply not true. If you're referring to games where programmers also did the art, sure, they probably didn't know jack shit. But actual artists that were hired had years of experience working in other fields of animation.

>> No.8492313
File: 684 KB, 1650x1100, Blaz frames so far.gif [View same] [iqdb] [saucenao] [google]
8492313

I wanna post more of my bullshit

>> No.8492325

>>8492308
Yeah sure and the vast majority games just happened to have utter trash tier animation for reasons
No the artists were hired from garages just like the programmers.

>> No.8492331

>>8492313
Looks nice, though the way you did the sheath doesn't seem to entirely match the art style of everything else, at least to me. I'd mostly blame that on the palette I think

>> No.8492336

>>8492303
Sometimes people lost their touch, peoole get dumber.

>> No.8492337

>>8492331
It's definitely a palette thing, and how brightly I shaded the scabbard in general.

>> No.8492368

>>8491949
>in the EIGHTIES
What year was the MD launched?

>> No.8492370

>>8491965
>costed
ESL

>> No.8492385

>>8492169
>Asteborg looks better than 99% of retro games. And your criticisms are really fucking dumb and gay.

Is this the overly defensive indie dev again?

Like it's decent looking and it has fluid animation and it's very impressive for amateur work. They are just brute forcing memory which is not even possible on the original console because production costs for the cartridges would be prohibative. But I still prefer retro games running within the consoles actual limitations and the best ones had better art direction namely with colors and dithering.

So I still think Demon's Crest, or Ghouls n' Ghosts, or what have you look better.

>> No.8492394

>>8492207
>>8492225
>>8492220
But it's more than that. Even if you have your NES or Mega Drive connected to a 4k TV, it can't actually output hi def video, it's still NTSC composite. A lot of retro game graphics, aside from using CRT color blending, were also purposely set up to cut down on NTSC artifacts.

>>8489112
As for example Bomberman. The gray and white blocks look cleaner with composite video and it cuts down on dot crawl.

So a lot of homebrew artists also never take NTSC artifacting into account and end up with graphics that are a mess of dot crawl and color banding.

>> No.8492396

>>8492313
Is that Doomguy in a dueling helmet?

>> No.8492404

>>8492385
>They are just brute forcing memory which is not even possible on the original console because production costs for the cartridges would be prohibative. But I still prefer retro games running within the consoles actual limitations
Of course even there you still have any number of stupid devs who don't understand limitations and will eat up half the ROM with their dumb Famitracker tune or in the case of Micro Mages waste a couple kb of their extremely precious 32k ROM on an unnecessary animated title sequence.

>> No.8492405

>>8492396
Pretty much. He's my manlet knight from one of my Doom mods. In the future I'm gonna work on his design to make him not look as blatantly Doomguy-like. But for the sake of not having to draw a fuckload of new player sprites, this is what players are getting for now.

>> No.8492410

>>8492207
i only have a wii hooked up via composite but ill take a picture of it running micro mages and nebs and debs on my 90s crt later tonight

>> No.8492424

>>8492385
It takes some real skilled motherfuckers to fit a game in 4 or 8 megabits of ROM since you need to be very creative about asset reuse. These guys apparently can't get it done in less than 64 megabits which no Mega Drive game back in the day ever actually used.

SMW is especially genius since it's only 4 megabits and SNES graphics and sound use more space than Mega Drive ones do so the EAD1 guys had to do some incredible acrobatics to make it fit in that ROM space.

>> No.8492446

>>8492424
>>8492405
1. A lot of homebrew guys be like oh cool we can use these Xboxhueg ROMs that weren't possible back in the day
2. They as you said wouldn't have the skill or dedication to actually work in the constraints that Sega or Capcom had to work with in 1992

>> No.8492475

>>8491591
Why are you so salty Martin? I liked the Hobbit, no really.

>> No.8492559
File: 66 KB, 700x559, Here's your controller bro.jpg [View same] [iqdb] [saucenao] [google]
8492559

>>8492220
Ok and? Should we go further back to sticks and stones for our "video" games?

>> No.8492569
File: 221 KB, 876x592, 9f4fdb36548e1977b56ad45690963f43[1].png [View same] [iqdb] [saucenao] [google]
8492569

I remember the stress of doing Sonic rom hacks and having to manage all sorts of shit like mapping, palette constraints, vram and a bunch of other bullshit that either involved assembly or hex editing.
Tools sure have come a long way when people can just brute force through things.

>> No.8492594
File: 112 KB, 1100x628, Zoom Zoom.jpg [View same] [iqdb] [saucenao] [google]
8492594

>>8490945
Do you prefer this style?

>> No.8492613

>>8492298
Flaring shade then

>> No.8492628

>>8492112
Jealousy

>> No.8492629

>>8489524
It's crazy how a single white pixel turns into a lighting effect. Take Deejays brow or Bisons chin for example.

>> No.8492632

>>8490434
une-comical?

>> No.8492637 [DELETED] 

>>8489228
Tranime doesn't exist. You spammers really infect every corner of this site. The holocaust not actually happening was a mistake.

>> No.8492642

>>8490886
Remake reminds me of cheap flash games. I'm guessing its cheaper and quicker rather than doing it the old fashioned way.

>> No.8492649

>>8491146
is this a math teacher writing trick questions?

>> No.8492651

>>8492446
>>8492424
Could this game be possible in the 90's with the CD though? That's 600 MB of storage.

>> No.8492660

>>8492642
Name a single flash game that has the same level of quality as Dragon's Trap. You guys come up with the absolute dumbest comparisons sometimes.

>> No.8492673

>>8492651
They would run out of system RAM pretty quickly.

>> No.8492703

>>8492385
>Is this the overly defensive indie dev again?
All thread long, anon.

>> No.8492730

what is the autistic obsession with shit CRT TVs in this thread? seriously wtf?

>> No.8492737

The graphics bling in stuff like Watermelon's games is mostly just a cover for their inability to design anything actually fun to play.

>> No.8492750

>>8491278
but it was an American not a Euro game?

>> No.8492757

>>8492660
I don't recall the names of flash games as they play and look like junk. Youre just mad cause you backed a fund-raiser who got some hack kid artist.

>> No.8492771

>>8488672
>Demons of Asteborg

Decent but kind of forgettable game where it just mimics a bunch of stuff from classic games but like Wayforward doesn't quite have what it takes to make it click. It's okay.

>> No.8492774

>>8489310
Well I mean those games were made by professionals who knew what they were doing instead of hipster indie pixel shitters.

>> No.8492778

>>8492771
Certainly wasn't worth 15MB of ROM anyway.

>> No.8492782

Pretty sure DoA was made by Euros which is probably why it's not very good.

>> No.8492812

>ctrl+f
>Euro
>13 results
OB. SESSED.

>> No.8492831

>>8489587
Sounds dirty

>> No.8492857

>>8490292
Something looks off

>> No.8492901

>>8489112
its the edge work. notice the edges are always black or white regardless of brick or balloon color

>> No.8492926

>>8489728
All great animators retired in the 90's brother.

>> No.8492938

>>8490312
The concept anime art looks like shit. In-game graphics looks some badly emulated game boy advance jar pig.

>> No.8492952
File: 7 KB, 256x224, NES_02.gif [View same] [iqdb] [saucenao] [google]
8492952

Here's a commercial game for the NES that uses 8*8 sprites.

>> No.8492972

>>8492385
Is this the same anon looking for indie devs hiding behind every corner?

>> No.8493010

>>8488678
/thread

>> No.8493037
File: 1.88 MB, 3234x3024, PXL_20220107_050229644.jpg [View same] [iqdb] [saucenao] [google]
8493037

>>8492410
im sure the photos don't do justice but they look great in action. obviously rf would be fuzzier but you're just a contrarian if you think this doesn't look as good as any classic nes games

>> No.8493042
File: 2.39 MB, 3320x3024, PXL_20220107_050300637.jpg [View same] [iqdb] [saucenao] [google]
8493042

>>8493037
character is unconventionally small but you can tell exactly what you're looking at and there's no difficulty in keeping track of your character while playing

>> No.8493047
File: 3.02 MB, 4032x3024, PXL_20220107_050638174.jpg [View same] [iqdb] [saucenao] [google]
8493047

>>8493042
looks exactly like the a have that could have come out in the late 80s. gameplay is kind of boring but the discussion was about style, and i don't play very far

>> No.8493051

>>8493037
>>8493042
looks nice, might have to buy this, at least the rom

>> No.8493057
File: 2.64 MB, 2523x2491, PXL_20220107_050939575_84.jpg [View same] [iqdb] [saucenao] [google]
8493057

>>8493047
nice sprites, nice colors, looks great on my shitty tv

>> No.8493201
File: 132 KB, 795x1036, 1474769477755.jpg [View same] [iqdb] [saucenao] [google]
8493201

So I've been installing NeoGeo wads onto my modded wii(best way to play NeoGeo BTW, unless you already own an AES), and I'm quite astonished by how good the art design and sprite-work is, and the sound design too, over modern retro-style games. Talk about your brutal moggings.
I have Crossed Swords running right now and it looks amazing.

>> No.8493317

>>8493047
>>8493057
OK that one looks like a legit NES game

>> No.8493320

>>8493201
SNK's sprite work was amazing.

>> No.8493325

>>8493201
>best way to play NeoGeo BTW
why?

>> No.8493343

>>8493325
Because the emulation is damn good, there's a LOT of the greatest games on the system available(if you include J-releases), you can play at 240p on component, and doing that with a real NG costs a small fortune these days. Granted you can emulate on PC, but you miss out on the CRT goodness, and these games look best on a tube.

>>8493320
Even the second party devs have great stuff. I wanna see some modern game dev do graphics at that caliber in sprites. How the fuck does Windjammers look and play better than Dead Cells? Bear in mind I have ZERO nostalgia for Neo Geo and Windjammers but just from playing it a little on Wii it's on a whole 'nother league. IT'S A FUCKING FRISBEE™ GAME.

>> No.8493353
File: 1.39 MB, 2048x1536, C52CA3E8-D1FC-4B78-8957-0CF98CE73FB9.jpg [View same] [iqdb] [saucenao] [google]
8493353

>>8493343
There is no issue with using a RPi over a Wii
The output is also cleaner

>> No.8493358

I have a Wii that’s not doing anything, I should hook it up to the old PVM and emulate some stuff

>> No.8493386

>>8493358
>>8493343

What can it emulate to? Which console?

>> No.8493396

>>8493386
The Wii has Neo Geo games in multiple regions, in its Virtual Console, and they install from "WADs" as channels using WADManager. You can also put a lot of good 80s arcade games on. It's no MAME but it at least plays very well on old TV sets.
https://archive.org/details/nointrowiidigitalwad

There's also using a Pi as dude said above, but I don't know how that works so I can't speak on it.

>> No.8493425

>>8489358
Oh hey, I remember you, anon! Dunno if you remember me, but I finally made my solitaire game.

>> No.8493437

>>8493425
That sounds really familiar. Refresh my memory, Anon.

>> No.8493465

>>8493396
>but I don't know how that works
Look up RGB-Pi

>> No.8493517

>>8493465
I don't have to, I already have a Wii, BUT if someone does not have a wii that's probably a great option. Certainly easier than emulating via PC directly because graphics cards are assholes these days.

Also, I just played a round of Spinmaster, and it looks and sounds a million times better than nuRetro faggotry. So much charm.

>> No.8493525

>>8493517
Well I think the fact you can play fifth and some sixth gen as well as arcade
Plus you can use the Guncom 2

>> No.8493538

>>8493525
That's all fine. I already have a PS2 and the Wii does GC so I have 6th. 5th is down to Beetle-Saturn, N64(all the good stuff is on VC), and I have a PS1.
RasPis are fine, especially if you don't have a Wii, or if you like more customization options.
It's not a contest here, both are equally viable and CHEAP! Can't go wrong either way.

>> No.8493563

>>8488672
>Any reason for this look?
Watch this
https://youtu.be/ZWQ0591PAxM
the NES was limited hard.
4 colors MAX !

However the SNES and future hardware remove these limitations.

>Any reason for this look?
Give examples.

>> No.8493567

>>8489041
>Meanwhile, Mega Drive chads

>>>8489041
The sprites wouldn't even be legible over RF

>>8489034
They needed to do that or they will need to extra code to make the NES flickering themselves.

>> No.8493820

>>8489041
What is with people thinking the NES only outputs RF?
Do you even own one

>> No.8494320

>>8493343
>Granted you can emulate on PC, but you miss out on the CRT goodness
Is a PC with enough CPU power to emulate plus a video card with VGA or component output not possible?

>> No.8494323

>>8493567
Do what, exactly?

>> No.8494327
File: 4 KB, 225x224, download (2).jpg [View same] [iqdb] [saucenao] [google]
8494327

>>8489705