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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 jbrennan on Thursday December 23, 2010 @01:10PM (#2035257)
Agreed. I think 'The Incident' [1] for iOS does it just perfectly. And it's a really fun game.

[1]: http://bigbucketsoftware.com/theincident/

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 dogonwheels on Thursday December 23, 2010 @04:41PM (#2035944)
I thought the same until I looked closely at the rotated objects as they landed. Not -quite- right.

Still. Lovely game and very charming and thoughtful artwork.

Re:Pixel Art Scaling Algorithms by joshu on Thursday December 23, 2010 @10:38PM (#2036499)
The artwork is nice, but the game is very hard to play (at least on an iPad...)
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 logic on Thursday December 23, 2010 @11:11AM (#2034791)
Agreed. http://www.dieselsweeties.com/ wouldn't be the same without an "8-bit feel".
Re:Pixel Art Scaling Algorithms by jarin on Thursday December 23, 2010 @04:43PM (#2035946)
I actually really enjoy playing old NES and SNES games in 2xSAL. It adds a Braid-like artsy aesthetic that I really like.
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?