[HN Gopher] Living Worlds: 8 Bit art animated with palette cycli...
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       Living Worlds: 8 Bit art animated with palette cycling (2012)
        
       Author : ant6n
       Score  : 92 points
       Date   : 2022-05-16 19:54 UTC (3 hours ago)
        
 (HTM) web link (www.effectgames.com)
 (TXT) w3m dump (www.effectgames.com)
        
       | Pxtl wrote:
       | I actually find tech like this kind of depressing.
       | 
       | It's such a lovely art form... but such an anachronistic one.
       | 
       | It's funny, you could say the same about all real-world art forms
       | too, but somehow hand-crafting things don't bother me on the same
       | level as this kind of tech.
       | 
       | With things like the pi zero, the cost of a machine that can
       | endlessly run full video is vastly eclipsed by the screen to
       | present it on. So simple palette animations are now pointless.
       | Filesize? My phone has over 100GB. Bandwidth? Streaming is
       | everywhere.
       | 
       | But I love this stuff. I love the aesthetic, the limitations, the
       | tech that is simple-enough I can fit the whole concept into my
       | head until I see the hellscape of optimizations that it took to
       | squeeze out every last iota of performance on old machines that
       | _shouldn 't_ be able to do this.
        
         | hbn wrote:
         | As long as there's people who can appreciate the art for what
         | it is, isn't it serving its purpose?
         | 
         | It doesn't have to serve a utility. It's a beautiful, clever
         | intersection between math and visual art, and that's all it has
         | to be.
        
         | LAC-Tech wrote:
         | I think this stuff looks beautiful on its own merits.
         | 
         | I always thought there was something aesthetic about older
         | games - and I think the limited tools they had to work with was
         | a big part of it.
         | 
         | I'd play the hell out of a modern game that looked like this.
        
         | syntheweave wrote:
         | Something about art is that it doesn't cast its aspirations
         | into the future (as is typically the case when thinking about
         | tech) because it's here to make a statement now.
         | 
         | That grounds it in the moment, and in its own way justifies the
         | effort.
         | 
         | Popular ideas about art often get unhealthily fixated on the
         | idea of production; there are always standard ways of doing
         | things that give a consistent result, and when you layer them
         | all up you get a pretty picture. And the average "pretty
         | picture" one sees throughout social media is built on applying
         | just those things. But that kind of default is an example of a
         | normalization - if everyone has a guitar, you get a lot of
         | guitar music, yet not every guitar player is really aiming for
         | mastery of guitar specifically.
         | 
         | It's stylistically more important to actually settle on a
         | medium with a definite spec and then work through how to
         | optimize it, like how a speedrunner gradually learns the
         | intricacies of a game. Then you can make that definite
         | statement.
        
         | serf wrote:
         | >With things like the pi zero, the cost of a machine that can
         | endlessly run full video is vastly eclipsed by the screen to
         | present it on. So simple palette animations are now pointless.
         | 
         | it's not pointless -- constraint often produces beauty in
         | unexpected ways.
         | 
         | Piet Mondrian's art wouldn't have been improved by access to
         | millions of colors and microscopic detail; the rigorous
         | constraints are what produced his entire style.
         | 
         | plus as a developer the idea of using the least amount of
         | machine to accomplish something is incredibly appealing to me;
         | it's like a more extreme version of code golf.
        
       | devindotcom wrote:
       | Love these. They remind me of the physical signs for beer or food
       | that would have a single animating element coming from a spinning
       | light or shutter inside -- a waterfall is easy but also ripples
       | in a pool, light sparkling on a glass etc.
        
       | TazeTSchnitzel wrote:
       | Fascinating talk from the artist who made the original art about
       | how it was done: https://youtube.com/watch?v=aMcJ1Jvtef0
        
       | peoplefromibiza wrote:
       | I'm very fond of this technique, I used it in the 90s when I was
       | building video games with my friends at UNI, one of them was a
       | complete genius about color cycling and made some wonderful
       | animation, unfortunately I lost all the source material years ago
       | (reminder to self: always make backups!).
       | 
       | Fast forward 2 decades, I'm also involved in Elixir community a
       | bit, I was attending the ElixirConf in 2017 and when Boyd
       | Multerer introduced his Scenic UI framework [1], my brain
       | literally exploded and I immediately started to think of a way to
       | use it for making video games (something that ended up not being
       | completely possible, but not impossible!)
       | 
       | My first attempt was to recreate the iconic Shadow of the beast
       | "walk in the park" scene, multiple levels of parallax and all [2]
       | 
       | My second attempt was, of course, recreating these same animation
       | in Elixir! [3]
       | 
       | Then, as many of you already know all so well, life hit, I lost
       | momentum and it never became something more polished or usable.
       | 
       | It still was a lot of fun.
       | 
       | Fast forward another 2 years, I was at ElixirConf again in 2019
       | and there was a talk about a GameBoy emulator written in
       | Elixir+Scenic.
       | 
       | Never I would have imagined that my silly experiments would end
       | up to inspire someone else to build something so cool! [4]
       | 
       | Kudos to him.
       | 
       | [1] https://www.youtube.com/watch?v=77FW-jrCyCs
       | 
       | [2] https://gitlab.com/wstucco/scenic-sotb
       | 
       | [3] https://gitlab.com/wstucco/scenic-color-cycling
       | 
       | [4] https://youtu.be/7WPJDmJJqf0?t=125
        
       | waynecochran wrote:
       | I guess it doesn't make sense to increase the number of bits in
       | the palette to get a more refined effect since, at the point, you
       | can just change the pixels in the frame buffer like a normal
       | animation would.
        
       | NovemberWhiskey wrote:
       | Were there actually any/many 8-bit machines that supported
       | palette-based color?
       | 
       | I think of this as more something from the Atari ST era; in fact,
       | I think I distinctly remember the waterfall effect from the
       | NEOchrome examples:
       | https://www.retroshowcase.gr/index.php?p=article&artid=3
        
         | chillingeffect wrote:
         | C64, vic20, not really. Maybe limited in some ranges. E.g.
         | grays.
         | 
         | 8bit Ataris kinda... not palette indexing but enough colors to
         | make it happen. Though scarcely enough memory :)
         | 
         | Amiga(16bit), yes.
         | 
         | VGA (8/16/32 bit). Huge yes. Underrated. E.g. mode 0x13 had 256
         | palette registers!
        
         | sirwhinesalot wrote:
         | The NES, Master System and MSX 2 all did though they could not
         | produce images like those in the showcase. They'd need a lot
         | more colors, so we're talking Amiga / VGA tier graphics at
         | least.
        
       | endisneigh wrote:
       | I would love a way to turn an image into something like this, or
       | just quality pixel art in general.
        
       | FargaColora wrote:
       | I have the official Living Worlds app on my iPhone:
       | 
       | https://apps.apple.com/us/app/living-worlds-mark-ferrari/id1...
       | 
       | My favorite $2 purchase, it's a masterpiece. My "go to sleep"
       | routine is to watch it on my phone in bed until my eyes get
       | droopy.
        
       | netsharc wrote:
       | The maker talks about it in this presentation (skipped to the
       | part where he shows how he makes the waterfall):
       | https://youtu.be/aMcJ1Jvtef0?t=3100
        
       | aquova wrote:
       | I found this website a few years ago and became infatuated with
       | it. It's such a simple technique (in theory, I imagine creating
       | this would be a headache) but it's possible of such powerful
       | results. Not only is there simple animation, but it also supports
       | different times of day using the exact same image. It's some of
       | the best "retro" art I've seen. With this sort of artistry coming
       | back into fashion, I can only hope other pieces like it are
       | created.
        
       | Pxtl wrote:
       | Oooh, there's also a daytime adjustment which uses the palette to
       | alter the time of day. I was confused when I got to the desert
       | one where nothing was animated, but then you hit the options and
       | find the time slider.
        
         | spicybright wrote:
         | Oh my goodness. Even just the first one's time of day is
         | incredible. The light actually rolls across the scene making it
         | look 3D.
         | 
         | Reminds me of all the neat 8bit hacks people had to do back in
         | the day. Glad there's still people doing stuff like this :)
        
       | Cockbrand wrote:
       | These are nicely sophisticated - didn't we all love doing this
       | kind of animation with Deluxe Paint on the Amiga. Nice to see
       | that this still is a thing, or at least was 10 years ago!
        
       | daenz wrote:
       | Don't forget to click "Options" and use the "Time of Day" slider.
       | It adds even more atmosphere to these animations.
        
         | thom wrote:
         | Ah, thanks for pointing this out, because I couldn't understand
         | why these were all pitch black and moody to the point of being
         | unintelligible.
        
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       (page generated 2022-05-16 23:00 UTC)