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Mesajlar - feedmaster

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31
C64 Pixeling: Hires /ptoing
posted on: Wed, 02 Aug 2006 10:13:28 +0200

Oswald, I know, but that would defeat the point, them being made from the petscii set.

32
C64 Productions: preview of upcomming 8k game /Trifox
posted on: Wed, 02 Aug 2006 10:35:03 +0200

yes, in fact i am not bound to the 8k limit, all in all i do not think that i need more than 8k ... at all, but we'll see if adding hours of music and gfx will pump it up too much, do not worry, the space on disk is rare also, i need 128 k alone for 256 highscore table ... ;)

33
C64 Pixeling: Hires /Jetboy
posted on: Wed, 02 Aug 2006 11:01:13 +0200

Its not doable with core petsci, unles you make your own char set out of petsci (can only use 64) and use ECI (3 additional background colors). Plus you would need to change colors on rasterIRQs and maybe use sprites to colorize. A little bit complicated, and in my opinion not worth it - using plain hires saves a lot of headaches.



Anyway, did i said i'm impresed?

35
C64 Pixeling: Hires /Helm
posted on: Wed, 02 Aug 2006 11:23:11 +0200

I'd like to see more scene graphician veterans let go of flicker pics and other overpowered modes and try something stylistically different in simple hi-res for once or twice too.



I understand the kick out of coders and graphicians making the  c64 do amazing feats of graphical strength, but at some point I think the realization that the c64 has other aesthetic strengths based on it's restrictions more than it's hacked abilities should be in order. The c64 shouldn't try to be an amiga. There are so many awesome coders that it comes pretty darn close, but why try to be something you're not?



mcol with the widepixels and 3+1 colors per character will teach you more about Computer Aesthetics than converting boob photographs in some overpowered flicker mode ever will, and in my recent dabblings in hi-res I've found there's even more to explore aesthetically there.

36
C64 Pixeling: Hires /Zyron
posted on: Wed, 02 Aug 2006 11:45:52 +0200

Amen to that.

37
CSDb Feedback: Distorted screenshots /Cruzer
posted on: Wed, 02 Aug 2006 11:51:26 +0200

\o/ from me too

38
C64 Pixeling: Hires /Sander
posted on: Wed, 02 Aug 2006 11:52:40 +0200

Helm: i agree on this. One thing you forget is that most 'gfxians' don't have a helicopter perspective like you do. (they have a history, and most are not that passionate about it).

Plus, most of us can't deal with the restrictions in a stylized way e.g. you and Ptoing are doing. Lack of talent/experience.

Keep in mind: 90% of the scene will probably go for a 'photorealistic' Boris Valleyo instead. It meets their ideal of aesthetics better (their ideals being formed by scenehistory). It's sad but true. There's a lot of movement though the last couple of years demowise, this will eventually change the view on the Boris stuff aswell.

Nonetheless, you and Ptoing are definately opening eyes of the conservatives amongst us, hopefully it pays off.



My 5 euros.

39
C64 Pixeling: Hires /Helm
posted on: Wed, 02 Aug 2006 12:34:42 +0200

Most graphicians are passionate about the scene only because of nostalgia and not because of what the machine itself stands for aesthetically. Same with the Amiga, where the best pixel technicians occured (Made, Danny, Lazur, so on) there was so much interest because the Amiga was cutting edge. When most of these people switched to Photoshop (as that was cutting edge then), they made -in my opinion- mostly bad or uninspired art. What changed? What changed was the limitation of the machines. They were working on Computer Aesthetic without knowing it. The discipline of hand-pixelling, of fixing your color ramps yourself, not just blur tool, dodge tool and photo tracing. You can pixel a c64 mcol pic today on a PC and still respect and understand that methodology and the aesthetic it feeds. The c64 is no longer cutting edge. But it is magical.



I think the c64 is amazingly potent. Widepixels, the BEST DAMN 16 COLOR PALETTE EVER, restricted modes, character limits. All this stuff should be in the art. Reminding the user that he's not seeing a picture that could be anywhere else than on the c64.

40
C64 Pixeling: Hires /Bizzmo
posted on: Wed, 02 Aug 2006 13:09:38 +0200

You can't go wrong with "lizards and ladies" though can you? *ahem*



I personally enjoy the challenge posed by multi-colour pixels,  the limite palette etc, and must admit that I'm asking myself why I never tried hi-res...

41
C64 Pixeling: Hires /Jetboy
posted on: Wed, 02 Aug 2006 13:19:25 +0200

> I think the c64 is amazingly potent. Widepixels, the BEST

> DAMN 16 COLOR PALETTE EVER, restricted modes, character

> limits. All this stuff should be in the art. Reminding the

> user that he's not seeing a picture that could be anywhere

> else than on the c64.



It does not work like this. If you have no restrictions you can make any picture you could do with restrictions. Not vice versa.



Besides - for me, as for many others - demos scene is about doing impossible, not about limiting yourself to restrictions. Though i've always been more of a coder than artist.

42
C64 Pixeling: Hires /Helm
posted on: Wed, 02 Aug 2006 13:36:19 +0200

Yeah if you have no restrictions you can photoedit/retouch that picture of boobs+dragon so much easier. That's what I call innovation.



Working within restrictions is a challenging environment that promotes smart solutions to problems and forces you to be aesthetically strong.

43
C64 Pixeling: Hires /ptoing
posted on: Wed, 02 Aug 2006 13:55:03 +0200

I am with Helm on this one. Whe i first tackled Hires I was thinking about how I could utilise it without trying to hide the restrictions and so came up with the chunk style i used for yus chunk. If I would not have had the restrictions i would have NEVER come up with this style, hence the point of aesthetic growth through restrictions.



Restrictions can also be freeing immensly, you know exactly what you deal with, no confusing stuff like more complicated modes, much less getting used to.



I agree that demoscene is about "showing the impossible" to a certain extent, but that should not hinder demos like Trans*Form or The Throkmorton Device to flourish. Nothing in those demos is mindblowing effectswise, but the clear graffic style they have is great and sometimes much more enjoable that zero-design-effect-slideshow demos. Those may be highly enjoyable for coders (Coderporn), but not so much for others maybe. I can appreciate a good effect and have been gobsmacked tons of times, but there are not enough designdriven demos in the C64 demoscene and I think this is more or less because of the same reason. Innovation is mainly seen in making new, better, faster effects and less coherence.

44
CSDb Feedback: Distorted screenshots /ptoing
posted on: Wed, 02 Aug 2006 14:02:18 +0200

Still would be cool if the 1st click would go to 200% directly. Tho there might be some pics (like the mystic tree from Valsary) that still does not fit in the main description page.

45
CSDb Feedback: Distorted screenshots /WVL
posted on: Wed, 02 Aug 2006 14:12:17 +0200

Maybe an option that mods have to OK a bigger image to show directly? It wouldnt have to be done too many times, i think.. prolly very few screenshots/pictures around that would require it.



Or a function that a user can chose for himself to have the max restraints or no restraints.

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