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indie shit
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What's up with all these indie quests/platformers/other using shitty 8bit graphics in 2016?
Why there are so many of them in steam?
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>>333482139
Cashgrabs/kickstarter short-sell scams, pandering to "retro pixel" crowd (which is huge for some reason), people who cant into 3d or are just starting out and want to do 2d to learn the basics.

Idk man, it is
>current year
after all.

I think 3d is actually easier after you learn it with the premade engines out there providing a lot of the tedious stuff already done for you.
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>>333482570
This.
Everyone can use a unity engine and make some kind of rock simulator with pre-baked global illumination or whatever.
Instead people go for pixel art because it's "trendy".
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>>333483084
>unity

WEW lad
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>>333482139
>8-bit graphics
The only indie game that's pulled this off right is Shovel Knight
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>>333482139
> What's up with all these indie quests/platformers/other using shitty 8bit graphics in 2016?
It has just shitty graphics.
Also
>one-pixel width hand
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>>333483371
not really
>muh nes graphix
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>>333483371
Shovel Knight is the only game that actually accomplishes the "This is an homage to the old retro games" thing.
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>>333483371
Probably because they made it look cartoonish.
It always bugs me when people make grimdark-realistic-lensflare lightning and effects coupled with pixel graphics.
I mean look at this shit.
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>>333483590
Shame about the style since the game itself is pretty good.
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>>333482139

Used to be that all that shit would atay on newgrounds and the people who made that shit would get a couple hundred bucks and be happy, now all the newfags moved to steam because they allow anyone to upload and sell their shit, honestly steam is now worse than newgrounds.
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>>333483371
Forgot to mention that Shovel Knight also actually has good gameplay compared to these other turds that "devs" spew out
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>>333483505
But it looks nothing like a homage to retro gaming.
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>>333482139
>Modern graphics
>Looks worse than some fucking C64 games

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHH
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>>333483678
They went out of their way to use the color palette and other limitations of the NES. Not sure what else you want.
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>>333482139
1. It is easier to make a good looking 2d game than a good looking 3d game
2. Less time spent of graphics means more time spent on gameplay
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Because it lets the devs who cant afford to pay an artist focus on making a good game instead of begging on the internet for an artist so that they dont trigger /v/
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Obligatory
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>>333483761
> 1. It is easier to make a good looking 2d game than a good looking 3d game
Lol no, 2D animation is one of the most time consuming jobs.
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>>333483761
>Hotshit Miami
>Good looking
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>>333483084
>>333482570

> 3d modeling
> easy

Maybe if you make a game like Race The Sun which is literally some simple 3d objects with no textures and no complicated animations.

If I wanted to create a game I would go for high res stylized 2d stuff.
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>>333483761
>Less time spent of graphics means more time spent on gameplay
or pretentious stories
why do so many try to be so "deep" and fail at it
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>>333483903
Maybe he meant that you can animate your characters with 2 frames and call it art-style.
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>>333483761
A good looking 3D game is 80% lighting, filters and composite textures, and 20% modeling, art and animation

A good looking 2D game is 99% pure artistic skill
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>>333483224
> Unity
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>>333484074
don't forget animation shortcuts in 3D like mocap
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>>333482139
While I don't disagree that it's used a lot by lazy flash-tier games and ends up looking like shit, I do like the style when it's done well. Having grown up with the Atari/NES I'm quite used to that being a standard look for games, and in a lot of ways I still prefer 8/16-bit coupled with solid art direction to modern ZOMG ultra graphics. It's sort of like we've come so far that no new plateau is any sort of impressive compared to the last. I find myself choosing to walk back the way I came as there's no longer any point to the journey forward.
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>>333484075
I can't tell if you're rooting for unity or shitting on it
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>>333484074
No, you can create a good looking game with a lighting model from 2003

> Beyond Good and Evil
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>>333484159
It's a fine engine and you can create good looking stuff in it.
Unity has a bad rep because of idiots that slap something together as practice and sell it on steam.
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>>333484074
If you can't make a good model/animation/texture, the solution is to buy models and animations from someone who can, or hire a person who can do this for you.
Sure you will not get all the money from sales but at least your game will be good.
It's all about not being a greedy bastard expecting to make easy money for yourself and only for yourself.
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>>333483903
have you ever tried 3d animation?
pls go
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>>333484145
>don't forget animation shortcuts in 3D like mocap

I wonder how expensive it is to rent out a 3d mocap studio for a few days.
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>>333484074
Nice I can add google image search and palette swapping to my list of artistic skill.
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>>333484171
The basics of computer lighting haven't changed for the last 40 years. Only the speed of hardware has allowed some to become possible in real time.
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>>333484384
You can do mocap these days with two kinects and a few ping pong balls.

>>333484392
Stealing assets =/= making them.
>>
pls dont kill the neo-80's aesthetic it's all i have left
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>>333484401
>The basics of computer lighting haven't changed for the last 40 years.

This isn't true. There are different kind of shading methods more commonly used nowadays, like deferred lighting.

What do you think why was the need to develop newer kinds of antialiasing methods? Because new kind of lighting systems were not compatible with old ones.

Check your sources m8.
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>>333484487
Show me a game that's developers used this method and I'll believe you.
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>>333482139
Why don't indie developers understand what real 8/16-bit graphics actually looked like?
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>>333484053
Oh, well then.
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>>333484368
Why big projects already went from classic 2D animation then? Even goddamn KoF doesn't have every frame drawn by hand anymore.
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>>333484602
I doubt most devs would advertise such a thing, and most major devs can afford to have their own higher tech solutions that provide a better end prodcut (though it will still of course be cheaper than paying a team of animators to do everything)

Here's an example of what you can get with that sort of setup. https://www.youtube.com/watch?v=pPt_944t9Lc
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>>333484529
There are C64 and amiga rendering demos that use modern lighting mate, the basics haven't changed. What has changed is the various shortcuts used to do lighting in a real time way without hogging every bit of resources, but not the basics of the methods.
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>>333484609
Cause effort is hard.
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>>333484784
Because GOOD 2D animation is time-consuming, and it's expensive because talented pixel artists don't really exist in the industry anymore.
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>>333484609
Because:

Few people who buy indie games care about authenticity
No limitations makes things easier for people who can't draw worth a shit
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>>333482139
As an individual working on a game project solo, there are two reasons:
>nostalgia
>easier to make

That is it. I mean you can call it 'lazy' if you like but I don't have the time/talent to learn 3D modelling (or high quality 2D art) or the budget to pay someone to do it. My game is probably 18 months away and I cal tell you it would never happen without 16bit graphics.
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>>333484956
That's what I was trying to say.
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>>333485021
Looks like a comfy Master System game. Would play.
>>
>>333484815
After your post I realized I think Croteam might be using similar stuff for Serious Sam 4. But maybe it's not for animations but for modeling insead.
I don't think they have the money for expensive motion capture so I assume they do their own stuff.
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>>333485101
Thanks mate

It was going to be used for a project of mine but that fell through, sadly
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>>333483590
Lone Survivor looks great though. And if you see the dev's early screenshots when he was tyring to make it look 3D it looked utterly shithouse.
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>>333485052
Don't you have some friends?
i mean when Carmack,Romero and co were making Wolfenstein they were doing it for free.
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>>333485127
Yeah Croteam does stuff like that. I think they also used a lot of real pictures for their textures. I remember they talked about doing it, It's not bad IMO, it works with the kind of game they are trying to make.
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>>333485213
Yes, I've seen that too when they went to Egypt.

They actually went for a pig slaughter and their monster intestine textures are from there lol.
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now, don't get me wrong: good pixel graphics are really difficult to do and it takes a lot of talent to do pixel graphics really well

BUT: it is much easier to make pixel graphics look serviceable, and it is much easier to implement them on a technical level, compared to other types of graphics. especially if your indie game 'team' consists of a lone programmer and maybe the odd contractor, as many of them

i personally would take well-made pixel graphics over kinda-shitty vectors or HD sprites any day of the week. as evidence, I submit: pixel spelunky vs spelunky HD
>>
Because pixel art is considerably easier to make look 'sellable' than 3d is.
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>>333484075
Thank you for proving my point
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>>333482139
Because the Industry is dying. The same thing that happened to movies is now happening to Games. Just hunker down, if you have a good idea for a game, right now, I want you to write it down, flesh it out. Like REALLY flesh it out. Don't get hung up on coding or the technical details so much, just plan out what you want and make sure you have a solid story with an interesting game mechanic.

Then you wait. Because eventually the industry is going to fall apart like the movie/Television industry, and the means to make your own game are going to become very(even more so than now) affordable and the market for technicians and those with knowledge on the technical side of producing them will be abundant. You will then be able to pitch you well thought out polished idea to technicians who don't have solid ideas and build a team not controlled by their student debt.
The industry will revert to a more peer based creation model and the big names think (UBI, E.A, etc) will begin to fall away, as they continue to mill out mainstream turds for extremely low I.Q. masses. You will find yourself living comfy with your crew helping rebuild the industry as it was intended to be...Free and Independent.
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>>333485972
How did the movie indsustry fall? Movies are making more cash than ever, the big blockbuster capeshit ones and the like
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>>333485173
My friends come in two varieties
>young professionals in totally different industries
>deadbeat nerds like me

I can't trust the deadbeats to produce anything/they wont like taking orders from me and the young professionals are too busy wageslaving trying to be accountants/sustainability experts etc.
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>>333485972
>I-I dont like these modern games so it means that the crash MUST be coming! I-I have degree in playing games, I MUST be right!!
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is my game pixelshit, /v/?

I mean, I make the sprites per-pixel, but the perspective is zoomed out, so they don't look very pixelated.

also, the battles are in gloriously terrible flash graphics that I'll fix someday

https://youtu.be/FNmbHkNFZ5Y
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>>333486185
>Implying crashing this industry isn't part of his plan.
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>>333486070
The movie industry is a weird escalating status quo thing at the moment.
Movies are raking in bigger and bigger bucks, but the costs are escalating incredibly, but they are also not really more of less profitable repetitively speaking.
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>>333486360
>That image
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>>333486070
:^(
This is exactly the problem with people today's intellectual climate. Everything is measured by how many "dollars" it generates. Just because an industry is still generating money by recycling old ideas and pandering to low I.Q. drones doesn't mean its being successful. The big names stopped producing good cinema a long time ago. The same is happening with games. Independent/small studio/low budget producers are the future in games as independent/small studio/low budget producers are the now in cinema.
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>>333486360
This is 2005 as fuck.
I don't even mean this in a condescending or rude way.
I'm genuinely impressed you managed to make the game actually feel like something from a decade ago rather than some new-retro look how oldschool we are thing.
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>>333486185
>implying I said anything about the INDUSTRY crashing
>implying that the INDUSTRY is the sum total of the current shit fest of Big studios
>implying modern games aren't complete shit compared to their predecessors

wew lad you are off to a...well some kind of start. Not sure you'll be going anywhere though.
>>
>>333486360
Oh hey I remember you posting this. Low on style points, but the battle system is pretty cool.
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>>333486360
It looks like it was drawn in paint, if the pixels are not visible then it's ok. Just either keep it zoomed out or make everything bigger but with small pixels.
I don't think it's bad if it looks like a cartoon.
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>>333486597
it's probably the simple colors, limited pallete and hard lineart style.

well, the current retro meme aesthetic came from the necessity of having graphics that didn't look unappealing while also being cheap and easy to make.

my game is the same, but with a little more effort, resulting in it looking some years into the future(of the 90's).

>>333486442
Ah, c'mon dude, try finding a pixel artist that makes good tilesets for a decent price.

>>333486797
I hope it is good enough to carry a kickstarter campaign once its finished to hire a colorist and a pixelartist.

>>333486837
roger that.

now please shit on the battle screen.
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>>333486903
Looks like a more colourful Goblet Grotto.
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>>333486903
Make your own font, don't use stock.
Also you have to fix grass somehow, right now it clutters the screen too much.
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>>333483590
but lone survivor is breddy gud anon
great atmosphere and gameplay. short but sweet
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>>333483903
everything in that pic applies to 3d animation too
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>>333486360
Art is serviceable, but the perspective looks fucked up to me. I might just have brain problems, but for a minute I couldn't tell what was supposed to be raised up and what was supposed to be on the floor
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>>333486983
is that good?

>>333487238
but I already did :DDD

>>333487556
I literally squashed one of the axis into the other, so it can have that effect.

damn, 2D might be easier to create content for, but is much harder to manage.
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>>333483590
it's a pixelated mess that game. Couldn't really get into it because half of the time I didn't know what the fuck I was looking at. The main char looks like he's smiling like an idiot
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>>333484014
>easy

Nothing is easy really, but modeling is easier than 2d art for me. And animations are simpler than hand drawing them with rigging.

Lots of 2d indie games even use 3d models and rigs to capture as animations instead of hand drawing 200 sprites.
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>>333482570
I agree

IT'S 2016 PEOPLE, I MEAN COME ON
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>>333488289
This. There's a reason quite a few sprite-based games actually used 3D-models that were turned into sprites instead of drawing the sprites by hand.

It's a lot less time-consuming.
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>>333488367
Don't talk to me, my wifes son, his step brother, her transgender deer-kin daughter, or their respective bulls again.
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