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Totally. The pixels were carefully composed that way on purpose. Don't mess with them.

I've always been a "pixel art" purist. It even bugs me when games try to use pixel art but get it subtly wrong. For instance, a game might use sprites that are scaled up at different scales at the same time and/or rotated in high resolution. This just ruins it for me.



Agreed. I think 'The Incident' [1] for iOS does it just perfectly. And it's a really fun game.

[1]: http://bigbucketsoftware.com/theincident/


Yes! They got it right! Amazing. Thanks for this, I can use it as an example next time I am discussing with game developers that don't understand what I am talking about.


I thought the same until I looked closely at the rotated objects as they landed. Not -quite- right.

Still. Lovely game and very charming and thoughtful artwork.


The artwork is nice, but the game is very hard to play (at least on an iPad...)


The problem is that, oftentimes, you have to mess quite a bit with the pixels to make them look the way the pixels looked on the original hardware: http://queue.acm.org/detail.cfm?id=1755886


I've loosened up on my pixel-tolerance. Remember that a lot of old hardware will support multiple resolutions and sprite scales simultaneously. So while sticking to a single scale for all manipulation has a certain aesthetic usage, it isn't the one true way. It's just "whatever the platform can do."




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