[HN Gopher] How I make graphics for retro systems and retro-styl...
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       How I make graphics for retro systems and retro-styled games
        
       Author : zdw
       Score  : 125 points
       Date   : 2021-03-14 20:51 UTC (2 days ago)
        
 (HTM) web link (nicole.express)
 (TXT) w3m dump (nicole.express)
        
       | trilinearnz wrote:
       | It warmed my heart to see Paint Shop Pro mentioned. I always
       | found this a much more approachable general-purpose editor than
       | Photoshop.
       | 
       | These days I tend to use GIMP for pixel editing, personally,
       | which works well enough.
        
         | forgotmypw17 wrote:
         | Agree! Have some amazing memories using PSP. Glad to hear it's
         | still around.
        
       | phendrenad2 wrote:
       | Cool cat sprite!
        
       | edm0nd wrote:
       | https://16colo.rs/ is another cool ASCII/ANSI art source from the
       | IRC days
        
       | willis936 wrote:
       | When I've done this in the past I would make vector images in
       | inkscape, then write a script that would use inkscape export a
       | low resolution raster image. The script would also pick a color
       | palette that would minimize error of the entire sprite map.
       | Scripting with vector images is nice because simple animations
       | can be made by modifying transforms in svg.
       | 
       | The results weren't amazing, but it's mostly because I'm not a
       | great artist and had more fun making a workflow than producing
       | actual work.
       | 
       | https://youtu.be/gCO8X6JQAhM
       | 
       | The results felt authentic. Looking up the video capabilities of
       | the system you're targeting the style of is an important step
       | that a lot of retro style games don't do. For instance: the SNES
       | can only have a palette with 256 colors and the colors that can
       | be in that palette is 15-bit RGB (64k unique colors).
       | 
       | https://en.wikipedia.org/wiki/List_of_video_game_console_pal...
       | 
       | If I were to pick this back up I'd probably spend time getting
       | comfortable with blender to use that instead of inkscape. Many
       | games in the 80s and 90s used pre-rendered 3D assets, so it would
       | still adhere to some art styles. I know it's not the hand-drawn
       | pixel art that many are familiar with, but there isn't much in
       | the way of tool development there to interest me :p
        
       | reaperducer wrote:
       | Somewhat related: I have on occasion needed to make low
       | resolution, pixel-perfect images for various projects. But when I
       | export from Photoshop, all of the rough edges get smoothed out,
       | no matter what file format I choose. Very frustrating. Does
       | anyone know what I'm doing wrong, or if there's a setting I have
       | to twiddle?
        
         | teddyh wrote:
         | It might be that your image _viewer_ is smoothing the low-pixel
         | images before showing them to you.
        
         | anthk wrote:
         | Use pikopixel.
        
         | cammikebrown wrote:
         | Are you saving as a jpeg? The compression will do that, try
         | saving as a png or gif instead. Also, under image settings make
         | sure your interpolation is nearest neighbor, not bicubic.
        
           | reaperducer wrote:
           | As noted in my comment, it happens no matter what file format
           | I choose. PNG, JPEG, it doesn't matter.
        
           | JKCalhoun wrote:
           | Yes, also, make sure (OP) the app you are viewing the saved
           | document in is not doing the smoothing (upsampling,
           | interpolating).
        
       | andy800 wrote:
       | There's an active community at tecmobowl.org, they have been
       | releasing updated versions of Tecmo Super Bowl (originally 1991)
       | annually. Updated player rosters. Lots of graphics mods. Tons of
       | gameplay "hacks".
       | 
       | Mostly focused on the NES original but also SNES and other
       | platforms.
       | 
       | As someone who just recently got into this hobby, I agree with
       | the author that YY-CHR is essential!
        
         | fuball63 wrote:
         | My favorite football game is Madden 95, and my favorite year of
         | watching football as a fan was 2003 so I always wanted to
         | create an updated ROM. Do you know of any good resources? How
         | do you figure out what the data format is for stats, just trial
         | and error?
        
           | andy800 wrote:
           | asking a Tecmo guy about Madden, that's like asking a
           | vegetarian how to cook a great cheeseburger :)
           | 
           | all I can say is that the Tecmo community has been chipping
           | away for 30 years at learning all the internals without any
           | source code or reference, gaining knowledge little by little,
           | and fortunately, sharing it so people can build upon other
           | people's discoveries. Don't know if a similar resource exists
           | for Madden.
        
           | adamdusty wrote:
           | There is a madden modding community at
           | footballidiot.com/forum
           | 
           | Might be the place to start. Madden 08 is the biggest target
           | as far as I know, but someone there might be able to point
           | you in the right direction.
        
         | jandrese wrote:
         | That's basically the same thing EA does with their sports
         | franchises, except they charge full price for the update each
         | year.
        
       | Lucasoato wrote:
       | This article explains perfectly why some "modern" approach to
       | pixel art may fail on delivering the right retro feel:
       | 
       | https://www.fortressofdoors.com/doing-an-hd-remake-the-right...
       | 
       | Also it's about the best rpg ever released: ffvi <3
        
         | vmception wrote:
         | thats a lot of work when all you really have to do is add a CRT
         | filter over top of pixel art instead of dealing with this
         | sampling mess
        
       | jmull wrote:
       | > Personally, I use Terraformer, a buggy and low-feature editor
       | that I wrote myself.
       | 
       | This is great!
        
       | vmception wrote:
       | Make sure to add the CRT filter
        
       | bitwize wrote:
       | Nice!
       | 
       | I use GrafX2 and GIMP to make my game graphics, then when I want
       | them munged into some exotic, export them to pnm or xpm and use
       | some tool (often written in Guile) to do the munging of the
       | source image.
       | 
       | There is also something to be said for _in-engine_ asset
       | generation. This especially works well for retro _style_ games
       | that run on powerful computers, it 's probably less useful for
       | actual retro games. For example, I'm developing a retro
       | platformer mechanically based off of one you've all heard of (but
       | with a new main character and premise). I thought it might be
       | useful to have smooth rotations of character and other sprites
       | for an advanced modern graphical effect... but a goal for me is
       | to write the game as if it were the actual 90s, using C and Xlib,
       | which doesn't offer a native image transform primitive. Then I
       | realized... what if I were to precompute the rotated images on
       | initialization, cache them in X pixmap atlases and use a simple
       | XCopyArea to draw the rotated sprite when I need one, making it
       | _look_ like the engine is doing dynamic rotation (with enough
       | precomputed rotations)? Ohohoho! Delightfully devilish, bitwize!
       | 
       | Another thing I've experimented and had great success with in
       | another game of mine is something I call greeblization:
       | procedurally generating interesting looking backgrounds from a
       | few different tiles by having a few basic tile types that are the
       | same mechanically but vary in appearance. A long narrow strip of
       | "ground" tile types could become a bridge, for instance. So the
       | level is a JSON file that describes blocks of a certain tile
       | type, and the engine generates the tile map by filling in details
       | with variants of the tile type for the block. I don't claim
       | credit for this concept, however; the way ground tiles work when
       | you place them in Super Mario Maker was an inspiration.
        
       | luismedel wrote:
       | I still use my old copy of Deluxe Paint II under Dosbox. It's a
       | bit rough, because of the LBM format, which adds an extra step in
       | a more modern tool to add transparency and convert to PNG, but
       | works well for my needs.
       | 
       | Also, the DP2 drawing primitives are soooo easy to use that I
       | find any other tool too cumbersome.
        
         | teddyh wrote:
         | You might want to investigate GrafX2:
         | https://pulkomandy.tk/projects/GrafX2
        
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