Re:Pixel Art Scaling Algorithms
by presidentender on Thursday December 23, 2010 @11:04AM
(#2034767)
This is an interesting application of human thought, certainly, and aesthetically necessary for a lot of old games run on new emulators.
However, I often find art composed of unnecessarily-large pixels appealing: see, for instance, the favicon of bravemule.com, or the sprites from Spelunky.
Re:Pixel Art Scaling Algorithms
by jcromartie on Thursday December 23, 2010 @12:55PM
(#2035196)
Totally. The pixels were carefully composed that way on purpose. Don't mess with them.
I've always been a "pixel art" purist. It even bugs me when games try to use pixel art but get it subtly wrong. For instance, a game might use sprites that are scaled up at different scales at the same time and/or rotated in high resolution. This just ruins it for me.
Re:Pixel Art Scaling Algorithms
by jcromartie on Thursday December 23, 2010 @01:27PM
(#2035329)
Yes! They got it right! Amazing. Thanks for this, I can use it as an example next time I am discussing with game developers that don't understand what I am talking about.
Re:Pixel Art Scaling Algorithms
by Someone on Thursday December 23, 2010 @05:57PM
(#2036114)
The problem is that, oftentimes, you have to mess quite a bit with the pixels to make them look the way the pixels looked on the original hardware: http://queue.acm.org/detail.cfm?id=1755886
Re:Pixel Art Scaling Algorithms
by chipsy on Thursday December 23, 2010 @01:52PM
(#2035429)
I've loosened up on my pixel-tolerance. Remember that a lot of old hardware will support multiple resolutions and sprite scales simultaneously. So while sticking to a single scale for all manipulation has a certain aesthetic usage, it isn't the one true way. It's just "whatever the platform can do."
Re:Pixel Art Scaling Algorithms
by elblanco on Thursday December 23, 2010 @12:14PM
(#2035019)
I often find that when I'm playing an old game in an emulator that supports these filters I don't use them...even if they look stunning with the filters on, they games look "wrong" somehow (perhaps they don't fit my grainy memory of them so they don't ping the nostalgia button the same way). Inevitably I feel like I'm playing a vector art/flash remake.
Re:Pixel Art Scaling Algorithms
by bemmu on Thursday December 23, 2010 @04:54PM
(#2035985)
Pixel art is also my favorite art style. However I worry if it is good for use in casual games made for an audience which might have not been exposed to retro gaming? Or is it a part of our culture that everyone now understands?
Re:Pixel Art Scaling Algorithms
by gregschlom on Thursday December 23, 2010 @11:06AM
(#2034777)
I'm somewhat shocked to discover that other scaling algorithms exist. I always assumed that there were only nearest neighbor + a set of scaling algorithms that would introduce blur to images other than photography.
Re:Pixel Art Scaling Algorithms
by pornel on Thursday December 23, 2010 @02:24PM
(#2035548)
I've tried[1] to use it to weasel-out from creating improved graphics for iPhone 4 display, but unfortunately it doesn't work well for graphics with anti-aliasing.
Re:Pixel Art Scaling Algorithms
by pontifier on Friday December 24, 2010 @05:26AM
(#2037018)
When I was in high school I tried to write a star control clone and I had a devil of a time with rotating the ships.
The first method I used would write the rotated pixel array back to the array I hand coded with the rgb values for the ship. Error quickly crept in, and while you were rotating, the ship would gradually shrink to a single pixel. After that, I used 2 arrays and it looked ok and nobody complained, but I was never truly satisfied with the result. I'm glad to know I wasn't the only one bothered by poor quality pixel rotations.
Re:Pixel Art Scaling Algorithms
by Seth_Kriticos on Thursday December 23, 2010 @01:57PM
(#2035454)
Ok, the infinite zoom is bullocks, but the keyboard thing might not be.
Mine does not beep though, but it makes click-a-di-clack with every keystroke, like in many movies (and keyboards back in the 80's).
It also has tactile feedback and n-rollover and was expensive as hell, but then again, I'm the kind of nut-case who learned Dvorak keyboard layout because I'm so damn lazy.
Re:Pixel Art Scaling Algorithms
by pavel_lishin on Thursday December 23, 2010 @02:43PM
(#2035613)
Is MovieOS like OSX? Does it come on proprietary hardware that includes a project in place of a screen, to beam the contents of the screen onto your face? Or do I have to rig up my own monitor/projector setup?
However, I often find art composed of unnecessarily-large pixels appealing: see, for instance, the favicon of bravemule.com, or the sprites from Spelunky.
I've always been a "pixel art" purist. It even bugs me when games try to use pixel art but get it subtly wrong. For instance, a game might use sprites that are scaled up at different scales at the same time and/or rotated in high resolution. This just ruins it for me.
[1]: http://bigbucketsoftware.com/theincident/
Still. Lovely game and very charming and thoughtful artwork.
A good example of not thinking outside the box.
[1] https://github.com/pornel/rgba-hq2x
http://gitorious.org/bsnes/bsnes/blobs/master/pixelshaders/G...
normal: http://plus.mobianlegends.com/emulators/Gens-gs-r7-win32-pkg...
hq4x: http://plus.mobianlegends.com/emulators/Gens-gs-r7-win32-pkg...
Scale4x: http://plus.mobianlegends.com/emulators/Gens-gs-r7-win32-pkg...
Scale4x seems better to me on this pic.
The first method I used would write the rotated pixel array back to the array I hand coded with the rgb values for the ship. Error quickly crept in, and while you were rotating, the ship would gradually shrink to a single pixel. After that, I used 2 arrays and it looked ok and nobody complained, but I was never truly satisfied with the result. I'm glad to know I wasn't the only one bothered by poor quality pixel rotations.
Mine does not beep though, but it makes click-a-di-clack with every keystroke, like in many movies (and keyboards back in the 80's).
It also has tactile feedback and n-rollover and was expensive as hell, but then again, I'm the kind of nut-case who learned Dvorak keyboard layout because I'm so damn lazy.
Granted, they don't do the later part in movies.
I'm really looking forward to the infinite zoom and one-click ticket change applications.
Zoom. Enhance!
Though to Blade Runner's credit, it is the future. Maybe it was holographic film... :)
And everyone knows that Deckard was looking at a live feed from a video camera, not enhancing a still image.
I googled but only found the .exe for hq3x