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Messages - KONEY

#1
Hints & Tips / Re: Metaphobia
Mon 06/01/2020 16:59:25
Hello, is a complete solution available somewhere?

Thanks
#2
Completed Game Announcements / Re: Sepulchre
Wed 12/04/2017 09:12:44
excellent, thanks!
#3
Quote from: Gurok on Thu 06/04/2017 17:23:04
Inconsistent pixel sizes annoy me and they're definitely not my taste. Same goes for subpixel positioning.
I didn't back Thimbleweed park, but I thought it was sold as something more authentic than Broken Age. It's a bit disappointing that they didn't clamp movement to pixel boundaries or keep a consistent resolution. I think it's probably them deciding it's not important, but then with such an emphasis on the 80s throughout the game, it's a puzzling and disappointing decision.

This summarize well what I think. Early development screenshots showed us a game basically identical to the usual 256 colors Zak or Indy but as soon as the game was on my screen I had the bitter feeling of a 3D version of them.
#4
Back in the days they had low resolution to cope with, if they had higher resolutions they would have drawn stuff in hd, not in low res and scaled the pixels in different ways. They definitely wouldn't have done it this way.

FM Town version of Zak McCraken has 256 colors so Maniac Mansion is the only Lucasarts ADV with only 16 colors. Definitely sets a standard :)
#5
Question was not about sound because pixel art carries some aesthetics within which require 1:1 in my opinion.

BTW digitized voices are on adv since ages and most games had 256 colors, not 16. AND pixel art today exists because back in the 80s they couldn't do in a different way :)
#6
Can anyone help me finding "Sepulchre by Owl Cave"? http://www.adventuregamestudio.co.uk/site/games/game/1725/ but the link from their site doesn't work.

Thanks!
#7
All I'd say is that the way the game celebrates pixel art is at the same time denying it too and I really dislike like it :) Is anyone sharing my opinion? This was the question in the first instance :)
#8
Exactly but now I found the term and it's LACK OF CONSISTENCY IN PIXEL DIMENSIONS :)

Quote from: Crimson Wizard on Thu 06/04/2017 14:35:40
I think I can guess what KONEY means, although he does not use correct terminology. The thing is that when you work with textures, you no longer have guaranteed 1:1 relation between different layers, in terms of original pixels. So when characters move along the screen, they may end up standing at 0.5 pixel of background.
#9
Maybe it's like you say object instead of pixel but the point is that it lacks consistency on the pixel dimension.

Quote from: Problem on Thu 06/04/2017 14:19:11
Scrolling is perfectly smooth for me. And "every pixel is a polygon", seriously? This is not how it works. More like: Every background/character/object is a (textured) polygon.
#10
You have a point but what I say is that with a few options they could have done it right for everyone. 16:9 or 4:3? Fixed pixel or 3D effect? This was not difficult.

What is happening is that people owning the right display for old games see it wrong and people with the wrong display see it correctly... there's something wrong here.

At this point I'm very glad I didn't bake it on Kickstarter
#11
So today I officially started posting in the forum here I am with another question :)

Can anyone help me downloading this game? http://www.adventuregamestudio.co.uk/site/games/game/1725/ the link from their site doesn't work and they don't answer my emails.

I already reported the broken link.

Thanks!
#12
OK, the way it's _drawn_ is pixel graphic but the way it's _displayed_ is vector based. This is what I meant.

My guess is Unity because the scrolling is jerky like in other fake-pixel games I've seen made in unity. If every pixel is a polygon moving all of them sometimes is not very precise. So just my guess :)
#13
Hi guys,

I'm curious to know if I'm the only one heavily disappointed by the way this game has been made. Art and story are top notch but the graphics are not real pixel but vector based. For example when characters walk far their singular pixel are scaled down and this isn't pixel graphic in my opinion. Also the game is forced to 16:9 so there's no way to display it on CRT monitor.

I should have been developed with AGS, not Unity :)
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