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/vr/ - Retro Games


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Pixel Art thread?
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ROBERTA...WHAT IS THE DWARF DOING?.....ROBERTAAAAA!
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>>12923856
Is this from a real game?
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>>12923936
Wing Leader, a fan remake of Wing Commander 1.

https://www.youtube.com/watch?v=ScG5zRgobuA
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>>12923941
I love Sierra and Sierra-esque games and shun anyone that screeches about their difficulty.
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>>12923941
amazing
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Fighting game stages do nothing to me. They are just pretty pictures in the background with zero interactivity.
OP's gif (I assume it's Wing Commander) is a 10/10 eyegasm.
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>>12923941
I've only learned recently that those Sierra games aren't pixelart. It's a sort vector graphics art with automated dithering.
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>>12923942
So in other words: not retro
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>>12925224
>automated dithering
Automatic dithering in retro gaming is borderline redundant, since gradient fills were standard practice. Multi Paint System (MPS) for the PC-98 was a very popular, standard tool in utilizing such a method. Japanese game artists Shinichi Ikeda and Hikaru Kobayashi used it in every project they did.

> It's a sort vector graphics art
That would actually make it more impressive on an artistic level, since the entire process would need to be visualized in your mind, since the artist still has to draw it themselves, they simply use command lines in the engine to determine where it is, what angle, and how it connected with all other command inputs. You had to draw outlines before filling areas. If a shape wasn’t properly closed, the fill command would leak everywhere. Artists had to plan the sequence carefully (big architectural shapes first, then smaller details, then shading/dithering). Everything is built from straight lines, limited curves, and flood fills. There was no freehand brush that just painted pixels wherever you wanted. Complex organic shapes (a fancy bathtub, ornate chair legs, detailed wallpaper) had to be constructed piece by piece from those basic commands. Artists also had to manage priority bands (so characters could walk in front of or behind objects), control lines, and the very limited 16-color palette with heavy use of dithering. That added another layer of mental overhead.

>those Sierra games aren't pixelart.
They absolutely are, what retard told you otherwise?
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>>12923856
>>12923936
>>12923942
>>12925285
It's called Wing Commander Reloaded, and it's fucking awesome
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>>12925447
Nta, but I always remember how their artists were talking about dithering because the obvious limitation was EGA graphics at the time. I always had a notion that they were doing every background manually pixel by pixel.
But reading up in here:
>https://adventuregamers.com/article/a-sierra-retrospective-part-4-canvassing-ever-changing-art
They are talking about more procedural approach. It also doesn't say does it only apply to the very first games which had really blocky graphics like Leisure Suit Larry 1 here.
Looking your screenshot it does look like a traditional raster image instead of anything else. The more complex the image is the heavier the vector data will get too and it will start to outweigh traditional pixel format.
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>>12923856
What was that Wing Commander style indie game called that was posted here 5-10 years ago? I don't think it ever came out but it looked impressive
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>>12925695
They're talking about how, when they utilized VGA graphics, they would paint the actual backgrounds, then scan them in and digitize them.

Leisure Suit Larry is using their AGI engine, which utilized EGA graphics.

>procedural
Nothing procedural about it, if you're using that in the sense of "automatic creation". All the instructions were inputs by the artists/designers. Calling them procedural merely because the engine reconstructs the image is like calling C64 music procedurally composed because the SID chip synthesizes it during playback.
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>>12925717
You need new glasses.
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>>12925728
That's exactly what I just said, what are you not getting?
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>>12925731
You are probably trolling but if I define a filled circle with a centre point and radius the end result can be called procedural because I don't map the whole circle by hand.
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>>12925734
You’re accusing me of trolling while confusing procedural generation with rasterization, you fucking idiot. The artists designed the scene; the engine rendered their drawing instructions. By your definition, using a line tool or paint bucket makes raster art “procedurally generated” too. You’ve defined away your own distinction.
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>>12923926
>let me just sacrifice my Queen for a fucking Bishop



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