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/vr/ - Retro Games


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File: 354 KB, 266x242, CRAB.gif [View same] [iqdb] [saucenao] [google]
1903228 No.1903228[DELETED]  [Reply] [Original]

Let's talk about the long-lost art of amazing spritework.

>> No.1903274
File: 48 KB, 384x256, it feeds on pain.gif [View same] [iqdb] [saucenao] [google]
1903274

>> No.1905160

bump

>> No.1905172
File: 41 KB, 200x144, ewj_rocket.gif [View same] [iqdb] [saucenao] [google]
1905172

>>1903228

Eh. Lo-res visuals are still valued as a great way of making your retro-style-arcade-roguelike-shmup-platformer work on Kickstarter. But yeah, it used to be a legitimate form of art back when hardware and storage limitations were actualy a factor.

>> No.1905178
File: 69 KB, 320x200, interpic.png [View same] [iqdb] [saucenao] [google]
1905178

I want to print this on a sweater and wear it

>> No.1905194

>>1903228
okay, how the FUCK does that monster, all the other sprites AND the background tiles even remotely fit into VRAM? seems like there'd have to be 90001 tiles

>> No.1905282

>>1903228

Where I can find some recommended info about the basics of sprite/pixel art?

>> No.1905342

>>1903274


This was always so cool to me, and I still think that even with doom 3 they are seriously underusing the demonic hellspawn/technology fusion.

>> No.1905365

>>1905194
That's a late 16-bit era arcade game, and it runs at 30fps. I guess they managed somehow.

>> No.1905376

>>1905194
250x227, pretty big for a sprite. I think the limit was 250x250 though, and that gif is in JPEG for whatever reason which blurs lines and shading to create a smoother effect but ruins sprites

>> No.1905383

>>1905376
>.gif is in .jpeg
but that's not a .webm

>> No.1905386
File: 116 KB, 300x300, Combat_KIMB.jpg [View same] [iqdb] [saucenao] [google]
1905386

>>1903274
this always reminded me of this

>> No.1905390

>>1905376
well that's obviously not a single sprite, but a set of clusters that move. and there isn't actually some "hard limit" for height and width of a sprite. those clusters (and everything else, for that matter) are made from 8x8 tiles and all of those unique tiles must fucking fit to the VRAM.

>> No.1905395

okay i checked it out and according to wikipedia
64KB RAM, 84KB VRAM

compare that to SNES, 64 kB of SRAM for storing video data (VRAM)