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Posted by sklopec 6 days ago

Making Graphics Like it's 1993(staniks.github.io)
952 points | 160 commentspage 5
jonoxtoby 5 days ago|
This is a great write-up of your process and behind-the-scenes peek at the making of what looks to be a really fun game! Can't wait to play and delve into the code once you release it.
Levitating 6 days ago||
I love this! I have been working on a similar project, recreating the originale BBC Elite but with multiplayer networking. Though I have not limited myself as much (I use SDL).
microtonal 5 days ago||
@sklopec any chance you have a Mastodon or maybe Bluesky account where we can follow your work? Would love to follow development and buy your game when it's out.
cosiiine 6 days ago||
This is a wonderful deep dive into your project. I'm early days on creating pixel art style procedural art systems, and this gives me plenty to think about.
binaryturtle 6 days ago||
With the title I was expecting some notes about DeluxePaint, but it was still a nice read nonetheless. Wish you much success with the game! :-)
wonkyfruit 5 days ago||
Genuinely lit. Gives me a whole new appreciation for the games I played as a kid, and John Carmack. Nice project :D
harel 6 days ago||
This is beautiful. I wish one day I'll have to time for a project like that. Looking forward to buying it on Steam.
Panzerschrek 5 days ago||
> Catlantean 3D is a traditional raycaster. The map consists of tiles which are all identical in size;

It's sad. That's why I never finished playing Wolfenstein 3D - it looks too boring. In the other hand I enjoy playing Doom, mods for it and games using its engine.

I hope the author can still add some improvements to allow such boring look typical for raycaster engines.

jiffygist 5 days ago||
Will definitely play when it's released. Doom is my favourite game and I enjoy playing it at 320x200.
nopurpose 5 days ago|
What does he mean by inconsistent pixel scale when he talks against increasing sprite resolution?
pragma_x 5 days ago|
Just a guess: if you want to scale a sprite at anything less than a whole ratio (e.g. 1.5, 0.7, etc), you have to choose pixels to drop out and pixels to repeat , on some pattern that looks good. There are going to be scaling ratios that look like a hot mess, especially at a low resolution like 320x240.
mrob 5 days ago||
In context, it's talking about sprites that are going to get non-integer scaled anyway (in-game pickups), so it's just about maintaining a consistent detail level. If those specific sprites had their resolution increased, everything else would need its resolution increased to match them.

Inconsistent resolution isn't necessarily a bad thing, e.g. Elite for the BBC Micro changes video mode part way down the screen so it can display both high resolution monochrome wireframe 3D and a lower resolution color map/UI below, but it's not idiomatic to the MS-DOS style this game is going for.

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