[HN Gopher] Living Worlds: 8 Bit art animated with palette cycli... ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2022-05-16 23:00 UTC)