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-   -   New Beast on the Block (https://eab.abime.net/showthread.php?t=41907)

s2325 10 January 2009 21:18

New Beast on the Block
 
http://www.wayofthepixel.net/pixelat...p?topic=2344.0
http://www.wayofthepixel.net/pixelat...p?topic=2343.0

TCD 10 January 2009 21:44

Some really nice ideas and/or edits there :) Cool find s2325 :great
Maybe someone decides to make a remake with the new GFX.

laffer 11 January 2009 04:33

Very cool links, thanks! Interesting to read them debating the graphics and techniques used in the game as well (the second link).

Pyromania 11 January 2009 09:14

Still love those damn games, bought all three way back when.

Muzkat 11 January 2009 09:36

Some of those retouches are gorgeous.

AmigaFriend 11 January 2009 12:27

Quote:

Originally Posted by Muzkat (Post 497845)
Some of those retouches are gorgeous.

Indeed. Very nice graphics. Pitty some pictures are no longer available on the image tags

Stumbled

coze 11 January 2009 12:32

they should have more respect for the original artist though, cause he didn't have multi GHz beasts and graphic boards these kids have ...

s2325 11 January 2009 12:37

Yes, they forgot that. Also some of new versions have different atmosphere than original. One example: http://www.foolstown.com/misc/beast.gif for me original is "mad beast from dark woods" but "remake" is "happy retard will catch you".

TCD 11 January 2009 12:46

The second thread really shows a lack of respect for the original work. In the first thread they at least point out that they use all the new gadgets that are available.

Shoonay 11 January 2009 13:16

Great find, stumbled :)

coze 11 January 2009 13:20

is there are possibility of a beast remake with some sprites from these guys ?

TCD 11 January 2009 13:32

We can ask gimbal if he's interested after his LN2 remake. On the other hand he might not be interested at all ;)

coze 11 January 2009 14:08

I think beast engine shouldn't be too hard to code. move the sprite, check collision, etc ... artwork was the harder part probably.

gimbal 11 January 2009 22:34

meh, not enough challenge tech wise, but more than enough challenge in making an actual GAME out of it in stead of a tech demo :)

Marcuz 11 January 2009 23:13

i think the 2nd thread is also cool (i have not read it all) as it ponts out some neat trick of design, for instance the use of the palettes...

anyway some art there is great! i love pixel art, but i'm helpless at it! that's very cool and very specific use of graphic design

humble worm 12 January 2009 08:42

Quote:

they should have more respect for the original artist though, cause he didn't have multi GHz beasts and graphic boards these kids have ...
on some polish pixel art board I saw young guys attacking a demo scene veteran - they were claiming that his works shouldnt have been posted there as they were not true pixelart (because of some features Dpaint allegedly has - auto aa or something) :lol - there was pretty big flame I tell you :agree

sharprm 13 January 2009 11:48

Quote:

Originally Posted by humble worm (Post 498159)
on some polish pixel art board I saw young guys attacking a demo scene veteran - they were claiming that his works shouldnt have been posted there as they were not true pixelart (because of some features Dpaint allegedly has - auto aa or something) :lol - there was pretty big flame I tell you :agree

Some pixel art people are fundamentalist type retarded. Instead of thinking of pixel art as an aesthetic or 'end', they have a narrow definition of pixel art based on the method or 'means'. That is, pixel art is "each pixel being placed by hand". So they can ignore the end (sometimes awesome art) and potentially insult the artist and feel justified in doing so because he/she "used dirty tricks to get to the end".

No game will come out of that thread. Although Helm mentions indie scene, its just an excuse to add highlights and anatomy and give each other high fives. No-one made a full mockup so there is no guarantee that those sprites could form part of an aesthetically pleasing game with atmosphere. The codification and refinement was assumed, not proved.

>>Yes, they forgot that. Also some of new versions have different >>atmosphere than original. One example: >>http://www.foolstown.com/misc/beast.gif for me original is "mad beast >>from dark woods" but "remake" is "happy retard will catch you".

Fool's stuff is great though - check out his website.

>>hey should have more respect for the original artist though, cause he >>didn't have multi GHz beasts and graphic boards these kids have ...

Pixel programs such as graphics gale have less features than deluxe paint. I don't think its the limitations of machines that limited the art creation. "graphic boards" probably help alot ... but also games like "chaos engine" that have come out since SOTB. SOTB2 had better graphics anyway.

sharprm 14 January 2009 06:14

Playing around a bit ... thought I'd share it (not only to show off :) ) but to back up earlier point - the 'refinement' is assumed and not proved. The following is a picture with high saturation/dark backdrop that better feels like Karamoon. Next to it is the low saturation backdrop with high saturation foreground. The latter would work for these "refinements" but lacks atmosphere. The former requires sprites which lack the value range (ie. dark bits) to work, which was criticised. Although this doesn't prove that SOTB or SOTB2 can't be improved on.

http://i39.photobucket.com/albums/e1...rm/beast10.gif

http://i39.photobucket.com/albums/e1...m/beast9-1.gif

I think the Pixelation discussion and challenge did not pay attention to overall design, which is very important when u actually try and make a game. Some people did mentioned the point though:

"In the games that Psygnosis released during this era, including Sotb 1 and 2, Ork... and several more, the fact that the foreground was less saturated than the parallax background constituted to a feeling of otherworldliness, which I still find quite unique and.. kind of spooky, exciting." jj naas

"I noticed when I did my put high contrast sprite remake over one of the actual SotB backgrounds that large parts of it disappeared. All the sprites in the game are drawn with colours from the upper half of the palette. This is an interesting reversal of high contrast sprites on low contrast backgrounds." lackey

laffer 14 January 2009 06:21

Nice! You even put the box art monster from Beast 2 in there :laughing

Marcuz 14 January 2009 15:24

Quote:

Originally Posted by sharprm (Post 498969)
Playing around a bit ... thought I'd share it (not only to show off :) ) but to back up earlier point - the 'refinement' is assumed and not proved. The following is a picture with high saturation/dark backdrop that better feels like Karamoon. Next to it is the low saturation backdrop with high saturation foreground. The latter would work for these "refinements" but lacks atmosphere. The former requires sprites which lack the value range (ie. dark bits) to work, which was criticised. Although this doesn't prove that SOTB or SOTB2 can't be improved on.

http://i39.photobucket.com/albums/e1...rm/beast10.gif

http://i39.photobucket.com/albums/e1...m/beast9-1.gif

I think the Pixelation discussion and challenge did not pay attention to overall design, which is very important when u actually try and make a game. Some people did mentioned the point though:

"In the games that Psygnosis released during this era, including Sotb 1 and 2, Ork... and several more, the fact that the foreground was less saturated than the parallax background constituted to a feeling of otherworldliness, which I still find quite unique and.. kind of spooky, exciting." jj naas

"I noticed when I did my put high contrast sprite remake over one of the actual SotB backgrounds that large parts of it disappeared. All the sprites in the game are drawn with colours from the upper half of the palette. This is an interesting reversal of high contrast sprites on low contrast backgrounds." lackey

coolness and great comment! :)


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