Out There Somewhere

Post your Construct-made creations!

Post » Sat Apr 09, 2011 11:49 am

[quote="karshinkoff":oupex1le]damn thats some awesome style but why everyone making 8bit style games on construct?[/quote:oupex1le]

It's a pretty large trend everywhere, it seems. I'm not making one and there are some who aren't, but a lot of people like it now.
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Post » Sat Apr 09, 2011 4:38 pm

[quote="karshinkoff":24www1xc]damn thats some awesome style but why everyone making 8bit style games on construct?[/quote:24www1xc]

You answered your own question there... because they're awesome. :)
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Post » Sat Apr 09, 2011 7:01 pm

My theory about people wanting to make 8bit games is that most people around here grew up playing them-- and so now that we are old and capable enough to make our own games, those are the kinds we want to make --

also, I can assure its not because its easier either-- in my opinion pixel art is harder than normal drawing any day!

and awesome that is an awesome title by the way
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Post » Sat Apr 09, 2011 7:43 pm

Pixel art is less forgiving so it is indeed harder to pull off correctly. Some amazing stuff come from this here Engine, good developers are good. Keep it up, I wub oldschool/new games
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Post » Sun Apr 10, 2011 5:10 am

it's easier, it has nothing to do with nostalgia, it's also easier to make something look realistic. braid for all its qualities looks like crap to me. the art is nicely "rendered" but looks terrible. everything looks stuck to the screen surface and has a generally "ugh that doesn't look right" feel, HD 2d stuff hits an artistic uncanny valley somehow. pixel art leaves a lot to the imagination, and a bunch of pixels can represent something very complex that our mind fills in, two dots are eyes rather than realistic eyes being eyes, and if they're drawn wrong being the eyes of a drunkard. It really doesn't change much to have pixel vs real. another world did a great job feeling real with relatively simple gfx, small changes= big differences. it's the same reason we see a lot of animated movies or cartoons or anime simplifying the way characters and forms look. sure it could be realistic looking, but then it would be way harder to make everything look right, and it would also be harder to relate the characters to someone familiar or ourselves rather than to what they physically look like.

btw this looks great, somehow reminds me of lyle in cube sector even though the games look completely different and have different gameplay.
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Post » Sun Apr 10, 2011 5:52 am

I don't mind pixel art so much, I am just a bit tired of seeing indie platformers. It makes sense why that is the case, but man there are a LOT of them.
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Post » Sun Apr 10, 2011 7:51 am

I love the mountain of indie platformers, personally -- I mean, it's the only way the genre gets any love nowadays outside of new Mario games, more or less. But hey, I'm a platformer junkie. :D
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Post » Sun Apr 10, 2011 12:42 pm

[quote="QuaziGNRLnose":1fjglgj2]it's easier, it has nothing to do with nostalgia, it's also easier to make something look realistic. braid for all its qualities looks like crap to me. the art is nicely "rendered" but looks terrible. everything looks stuck to the screen surface and has a generally "ugh that doesn't look right" feel, HD 2d stuff hits an artistic uncanny valley somehow. pixel art leaves a lot to the imagination, and a bunch of pixels can represent something very complex that our mind fills in, two dots are eyes rather than realistic eyes being eyes, and if they're drawn wrong being the eyes of a drunkard. It really doesn't change much to have pixel vs real. another world did a great job feeling real with relatively simple gfx, small changes= big differences. it's the same reason we see a lot of animated movies or cartoons or anime simplifying the way characters and forms look. sure it could be realistic looking, but then it would be way harder to make everything look right, and it would also be harder to relate the characters to someone familiar or ourselves rather than to what they physically look like.

btw this looks great, somehow reminds me of lyle in cube sector even though the games look completely different and have different gameplay.[/quote:1fjglgj2]
I've discussed this something similar with guys on the development for Natural Selection 2, which is a lot more detailed then it's predecessors (a mod on goldSRC, the 1998 HL engine)

The old maps seem to feel more alive and awe inspiring somehow, even though they have a LOT less detail. It just feels like there is more to them, mainly because of this subconscious thing we humans do by filling in the blanks. Makes it feel more alive I guess.

The new maps are highly polished and detailed maps, perhaps it results into too much visual clutter to get this "filling in of the blanks" thing we seem to do. Which does trigger that epic feeling you get when walking trough older maps. We humans are weird :P

Designing something with a minimalistic approach seems to be a good basis for a maximum end result.
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Post » Sun Apr 10, 2011 2:59 pm

what quazi said
[quote="aldo":10sp4zw3]
also, I can assure its not because its easier either-- in my opinion pixel art is harder than normal drawing any day![/quote:10sp4zw3]
honestly, you'd have more trouble making the graphics in the first image?
cuz personally, I could probably do all the graphics on the first better than it looks there with my crappy art skills before the guy who did the bottom one finished painting the house in the background, which I couldn't get right period with any amount of time




edit: oh yeah!! and looks awesome as I said in the screenshot thread....are you guys selling these awesomes somewhere?
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Post » Tue Apr 12, 2011 7:40 pm

Don't know either why lot of people make a game with 8bit graphics, if its just for hobby I can understand it, or for learning purpose. My experience with gamedesign as a indie is the grapics, its hard and it take so much time to master. But I think that as a indie you need to master it, and it is not easy to push youre self to keep trying.
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