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Anyone else just loves the aesthetics of those top-down GB games?

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Thread replies: 161
Thread images: 51

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Anyone else just loves the aesthetics of those top-down GB games?

Something about the technical limitations of the console and small size of the screen forcing devs to make everything look big and cute, by comparison SNES games had more colors and sprites, but end up feeling less warm and charming. It also affects the gameplay and made games more fast-paced.
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>>2785010
So.. just like the NES?
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>>2785012
Compare Zelda 1 to LA, there's a huge difference obviously
Maybe a few NES games come close, but they usually have less developped designs
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I like the look of gameboy color more as well. the sprites are just more defined, have better anti aliasing, the picture is sharper, dpi is way higher. Nes graphics are often very primitive and blocky. Even 90s nes games don't come close to the definition of game boy color games. yet the NES has some advantages over handheld due to it being a console and it can due more complex things, sometimes also more complex graphics, but it is a different art style, it looks more dated than. game boy color.
>>
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>>2785010
Actually, I like almost any game, genre or platform where devs had to work around limitations to get what they wanted (Graphically AND in terms of gameplay and such). That's actually why a lot of older games were so damned good; Devs having to be creative.

Not to be "that guy" (I totally AM though), but that's why modern games are so fucking boring to me. They're just the same goddamned thing over and over and over again. Because hardware HAS no limitations anymore. There's no need to be creative, because your first idea will work every fucking time now. And that makes me sad.

Hell, even older games' music was just better, because the sound quality was so shit,. that they had to make the music memorable and top shelf. These days it's just "hire a third rate composer fresh out of liberaltard arts college and let him slap together the most generic shit he possibly can"

Shit man...
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>>2785030
Gb/gbc are actually substantially more.powerful than the nes.
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Didn't I just see this exact thread in /v/?
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>>2785070
It'll get deleted soon, it has more this place here?
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I dont remember the colors looking that vibrant.
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>>2785043

You significantly misunderstand the difficulties of modern software design. Particularly your comment that hardware has no limitations is ignorant. Not only in a literal sense, but in the figurative sense you are saying. When people do true AAA titles the level of complexity in the design is as high as ever.
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>>2785121

>When people do true AAA titles the level of complexity in the design is as high as ever.

Would you say that assessment is still true after executive meddling chops out 40% of the content?
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>>2785130
Not him, but I'd argue getting around shitty executive decisions and making a good game despite them is the modern equivalent of designers having to get around technical limitations.
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>>2785128

>watermarked

>bilinear filtering

>non-integer ratio

>DX version

it's like you don't even care
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>>2785102

You are correct. Many modern emulators have the option to simulate the colors as they looked on the original screen.

Although again this is sort of like the CRT argument, technical limitation vs artistic intention.
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>>2785048
i'm not sure about the gbc but the original gameboy definitely wasn't more powerful than the nes lol
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>>2785030
>anti aliasing

?
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>>2785210
what's wrong with the DX version?
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>>2785241

Nothing wrong with it really, just that the original is considered the pinnacle of 2-bit graphics and the GBC version is less impressive by comparison.

If we're doing GBC Zeldas, I think the Oracle games look superior to LA, pic related
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>>2785239
yes you see a black outline/shape is not just black dot, it is also consistent of grey dots to make it smoother. gbc has this a lot. prominent in pokemon sprites for example.
nes pixel art is much more harsh with aliasing
>anti-aliasing
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>>2785239
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>>2785030
>dpi is way higher
You must not have been hooking your NES up to a small enough TV.
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>>2785283

Pretty sure anti-aliasing has a specific meaning and it's not that.

If this was /v/ this would be the part where I call you a fucking moron and insult your sexuality or something.
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>>2785043

Seconded. I feel this way too. One of my favorite games is Donkey Kong gb, simply because of the amount of effort that went into all aspects of that game. The music in particular was really memorable.
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>>2785303
You're wrong, anti-aliasing has no specific meaning. Anything that reduces the appearance of aliasing counts as anti-aliasing, and the art technique used for those Pokemon sprites reduces the appearance of aliasing.
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>>2785010
>survival kids

infinite high fives
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>>2785303
wow you're fucked. take the shame
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>>2785307
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>>2785307
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>>2785307

tfw forgot to thank
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>>2785043
Tbh that might be the case soon with mobile games, when better game designers will get interested in mobile gaming as a platform; mobile gaming is almost as limited as old consoles regarding graphics, screen size and controls.
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>>2785210
Well, they obviously grabbed it from coolrom because they don't have any screenshots, perhaps because they play it on actual console instead of emulators.
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>>2785303
That's literally what antialiasing means in regards to pixel art. Adding pixels of intermediate colors to smooth out outlines/blocks of colors.
And yeah, GB games could do that more often because there were only 4 colors, so you knew a gray pixel will almost always blend well with the background.
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>>2785363
>>2785360
>>2785349
Amazing game, better than any other Mario games desu
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>>2785363
>>2785360
>>2785349
Wasn't the game created entirely to showcase color capabilities of GBC? What's the point of playing it in grayscale?
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>>2785396
unknowingness
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>>2785396
No, it was the first SGB title.
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>>2785396

You're thinking of the Super Gameboy.

DK gb came out 1994, GBC wasn't til 1998. I play it in green-o-chrome because that's how I originally experienced it.

By and large I'm not a fan of colorized gameboy games, and I find the SGB borders tacky. (Games that were GBC native are fine).

I'll cap some shots with the SGB enabled and you can decide for yourself.
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>>2785396
>GBC
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>>2785396

I couldn't get the borders to display on my retroarch setup, so here's a shot from wikipedia.
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>>2785241
No screen glitch (Press select at right time to go to the subscreen when transitioning screens). Gotta have the screen glitch.
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>>2785396

Here is how it looks with a native emulator, or on a Gameboy Pocket
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>>2785396

This is with the colorization set to "auto". I don't know for sure if this is GBC or SGB colorization, I suppose I could check with my actual hardware (not hooked up right now, and I put in a new battery so I'm not at this exact level).
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>>2785396

This is monochrome, with the overlay opacity set to 80%. I play this way for a couple minutes when I want to remind myself and get nostalgic for how shitty those old screens actually were.

It would be even better if I had fast enough hardware to run the full DMG shader with pixel grid, and horrible motion blur, and vertical line bleed
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>>2785396

And this is with the opacity set to 40%, which is how I usually play.
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>>2785440

Upon closer inspection, this is probably GBC colorization as the score readings at the top of the screen are not colorized like in the wikipedia pic.

I'll see if there's a way to take screenshots from Gambatte/GameYob on DS as I know one of those has the full SGB effect.
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>>2785442
you're insane. get help xoxo
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>>2785448

Nope, can't take screenshots from GameYob , and it's not worth taking photos of my crt or ds screen with my crappy camera. You'll just have to try it yourself and see if it fits your preference.

If anyone needs help getting their EmulationStation->Retroarch->Gambatte setup (linux) to play in green instead of grey, let me know. I can't stand to play in plain grayscale and it took me a while to figure out.
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>>2785080
Not that pretty, but the worst is how the bomb sprite overwrites the background textures. Really ugly.

>>2785090
Good pick.

>>2785210
Your pic looks like shit. DX is the way to go.
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>>2785130
Oh Jesus Christ. Look, I'm not going to explain to you how fucking graphics cards work. But take a moment and think.

Those hardware limitations that you think lead to good game design are still around. It's just now we have the power to to run into them 100,000 times a second instead of 1000. Deep down those bits still need someone to figure out how to make them do anything. But now they don't just have to manage 256 of them developers need to be able to manage millions. If you don't see the rise in complexity, you're just blind.

And those executives that you complain about aren't messing with the level of complexity in any substantial way. If some executive cuts 50 quests from Skyrim? So what. That does not make the overall game less complex in any meaningful way. The combined code that ran all those quests is 1% as complex as the code that renders the snow falling.
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>>2785374
Please tell me you're kidding. Even low end phones rival the PSP in terms of visuals, and it only goes up from there. And even said low end phones have such high resolution/dpi, that pixel art is virtually useless.
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>>2785217
>technical limitation vs artistic intention
It was very common for GBC devs to use extra saturated colors, so they look "as intended" on the GBC. They were accounting for the hardware. In fact that's a problem the GBA suffered early in its life. GBC games looked way too dark on it, because the GBA had a higher quality display, and suddently the dark and saturated colors of the raw game data would be shown, instead of the intended colors.
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>>2785010
>It also affects the gameplay and made games more fast-paced.

I love gameboy games, but this is objectively wrong. They're by and large slow paced.
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>>2786112
Original Gameboy was so blurry it literally couldn't display fast paced games.
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>>2785010
>>2785016
GBC games in particular are wonderfully colored. That inbetween 8bit/16bit feel, the bright colors. They're great.
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>>2786183
GBC is an 8bit system
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>>2786195
good comprehension ;^)
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>>2786197
there's nothing "in between", it's an 8bit system
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>>2786201
...FOR FUCK'S SAKE

A goddamned motherfucking 8-bit CPU ain't a FUCKING 8-BIT COLOUR DISPLAY

YA DENSE CUNTS
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>>2786201
Sure, and the graphical limitations are higher than the NES, so it gives it a feel of something betwen 8bit and 16bit, color wise. My post was not difficult to understand, autism-anon.
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>>2786201
goddamn, son, you ain't so bright
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>>2786195
>>2786201
Not him, but I think what he's referring to is the colour palette of the GBC is so big (15 bit actually) compared to the NES and Master System, that even though it is technically 8 bit it feels like a midstep between 8 and 16 to some people.
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>>2785043
Indies often have to suffer the limitations of being single-man developed, but they only get shit for it since people misunderstand the simple graphics/mechanics/whatever the creator is worse at for arbitrary choices rather than limitations on the creator's part.

Of course there are simply lazy indies who just follow fads and whatnot, but then again wasn't this always the case with video games? There were always this kind of people making games.
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>>2785121
To /v/ with you
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>>2786206
It's crazy how you can process data wider than 8-bit on an 8 bit system, isn't it? Doesn't change that it's an 8 bit system

>it feels like a midstep between 8 and 16 to some people.
Yeah, and I'm laughing at them. It's not a feely thing, it's just plain hardware
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>>2786221
>It's not a feely thing, it's just plain hardware
You're the worst kind of wanker, you know what he means but you feel you have to fellate your own ego by pointing out that ACSHUALLY it doesn't matter that everyone understands the idea he intended to convey, because if you interpret it in a purely factual manner he is WRONG, and that just won't stand.
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>>2786229
I'm simply calling bullshit on his "idea". Just because he associates 8 bit with NES blips'n'shit and 16bit with SNES jRPG wankery, doesn't mean the GBC is a gross hybrid
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>>2786221
No one anywhere is claiming it's not an 8bit system. We're explaining to you why it feels like an in between step. The two major 8 bit systems had 64 color palettes. Gameboy Color has 32,768. That's a huge difference and what makes it feel apart from other 8 bit systems.

Yes feelings are a thing. I'm sorry they are, but they are. If you want to just yell that it's an 8-bit system that's fine, but normal people are tying to have a conversation about the GBC and what made it a great system. No one actually cares what you think.
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>>2786235
>. Just because he associates 8 bit with NES blips'n'shit and 16bit with SNES jRPG wankery

Literally no one is saying that at all. The GBC is more graphically impressive than other 8 bit systems were. That's all we're really talking about.

You are trying really, really hard to rile people up over virtually nothing. Are you okay? You sound angry and just looking for any outlet, even one this silly. Why don't you just talk about what's really bothering you? We won't bite.
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>>2786235
Oh, my mistake. You're not a wanker, you're legitimately autistic.

Two other posters have explained why you're wrong, so I won't waste time with a redundant 3rd explanation.
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>>2786236
>normal people
ever thought about a career as standup comedian?

>Gameboy Color has 32,768
And won't show more than 56 at once, unless you pull tricks.

>Yes feelings are a thing
Last I checked none of my systems run on, or use, feelings.

>If you want to just yell
I'm not the one yelling here

>No one actually cares what you think.
I got like half a dozen bites from you retards.
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>>2786239
>The GBC is more graphically impressive than other 8 bit systems were
8x8 tiles, 4 (3) colors per tile, 16 sprite per scanline, that is right up there in 8 bit territory. It's a bog standard 8 bit system.
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>>2786245
>And won't show more than 56 at once, unless you pull tricks.

Which makes it look distinctly different from SMS and NES.

Seriously though, why don't you just talk about what's wrong with you instead of just acting like a dipshit so everyone thinks you're just a loser troll?
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>>2786245
>>Gameboy Color has 32,768
>And won't show more than 56 at once, unless you pull tricks.

Want to see some tricks?
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>>2786259
No, thanks. Your reading comprehension is terrible.
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>>2786247
It has over 500 times more colors available for display than any of the other 8 bit consoles. The GBC is still an 8-bit machine, no one anywhere is saying otherwise. But calling it "bog standard" can only be interpreted as idiocy or deliberate trolling.
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Wish I could play it.
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>>2786085
>>2786085
There are some GBC games I actually like the look of better on GBA. Most do look too dark though which is unfortunate.
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>>2786302
Learn a bit of Jap, or just try to power through. Might be doable.
>>
>>2786245
>I got like half a dozen bites from you retards.
People making fun of you for being an idiot is distinctly different from caring what you think. We were just having fun pointing out how hilariously wrong you are.
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>>2785130

I am making no claims about the quality of the games. This is subjective. What I'm saying is that he made it sound like every computational problem has been solved, and that now it's simple to make whatever you want, which is not true. There are still significant hurdles, but they are of a different level from older games.
>>
I think from a technical standpoint, the GB/GBC is my favorite system. The games are so much more complex and more well-defined than the NES, but because of the hardware limitations they are so elegantly concise. A GB game knows exactly what it is about and delivers on that one concept in the most efficient way possible. Does that make sense?
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>>2786853
I know exactly what you mean. I'd describe it more as delivering an experience that is extremely focused but still capable of delivering outside of it. There's just enough there to make a great game without graphics concerns taking priority.
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I love the dot matrix.
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>>2787089
Just not that one.
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>>2787089
>>2787101
Back in the day I liked III more than I, but I played those games after Final Fantasy I and IV (II), and my expectations for them were colored by the name "Final Fantasy."
Going FF I -> FF "II" -> "FFL" 1 2 3, it just gave me the impression that FF was a franchise with wildly different systems every game, so FFLIII didn't strike me as anything strange and felt more polished than the first two games, though I liked II more.

I've learned Japanese in the intervening years since then, and SaGa's high on my list of things to replay without the translation filter.
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>>2785559

>bilinear

>non integer

calls my pic shit
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>>2785081
>Smash 4 players
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>>2787202
Actually you sick fuck, bilinear is closer to the real gameboy then integer. People you play emulated Gameboy on PC are to pitty anway. You should emulate Gameboy on 3ds or a PSP for a true handheld experience. On my PSP bilinear looks like my real gameboy, integer is way too sharp, that is not how it looked, RMS.
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>>2787310
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>>2787310

Take a good, hard look at the third panel of this image and go re-read your post. You may have to do it several times or get your mom to do it for you.

also:

>Implying I don't play on original hardware

>Implying I don't emulate on my DS
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>>2787310
>>2787329

how this sick fuck thinks the game is """"supposed"""" to look
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>>2787339
That is a clear improvement.
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>>2787380

On a scale from 1 to 12 how retarded are you
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>>2787385

or this, if you like filters
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>>2787387
Damn, shader fags are right, scanlines do help add weight.
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>>2787339
>>2787385
>>2787387
Middle looks better, but to be fair, there's not even THAT much of an improvement. Just pick one and stick with it.
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>>2787339
I guess the crappynessr isn't too apparent on his PSP's small screen.
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>>2787329
GBC interlacing is disgusting. Good thing nobody bothers emulating it.

>>2787385
This is best.
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>>2787403

Yeah, but for everyone like you and me who likes it there's someone else who calls it "eye cancer" and likes the chunky pixels better, like >>2787445

Unlike bilinear, I grant that there's actual arguments on both sides which is why I posted both.
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>>2787385
Inside your mother
>>2787403
Sometimes scan lines are an improvement to the image contrast and depends entirely on how much detail was put in. These old NES and before games looked however the fuck they looked without consequence until they hit 16bit. Now they had higher def gradients which benefit from the scanline effect. Sometimes a bilinear blur works just fine sometimes scanlines are clearly superior
>>
>>2787329
>>2787336
>>2787339
Listen you sick fucks, the GB has high dpi compared to NEs FOR example. When you look at it from a normal distance it looks blurry. No one looks at it that close like >>2787336 that is not how the screen is perceived in reality. When you blow up the image on your computer screen with integer it is not supposed to look that way as dpi goes to abyss. Even on handheld psp the screen is too big and bilinear interpolation fixes that issue. I can make screenshots if you want. If you play on Monitor/TV you have lost anyway.
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>>2787414
Right, it looks just perfect on PSP! I swear.
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>>2787508

you seem a bit butt blasted m8
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>>2787089
me too
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>>2787385
This looks by far the best of the three.
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>>2787508
Are your eyes that bad? It doesn't look blurry at all when I look at a gameboy color, you can see every pixel very clearly.
>>
>>2787310
>People you play emulated Gameboy on PC are to pitty anway. You should emulate Gameboy on 3ds or a PSP for a true handheld experience.

Why are people around here so concerned how other people play their games, or maintaining some sort of "true experience"? If someone wants to play gameboy games on a PC, why is that bad?
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>>2787957
Saved.
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>>2787946

Well, even I will occasionally rib someone for, say, using a CRT or emulating on a PSP. But I'm just _joking_; half of the people here seem genuinely rustled that someone doesn't enjoy games the same way as them.

Then there's the whole anti-emu crowd.
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>>2787957

OK.
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>>2787403
No scanlines in that pic. Also, no brightness compensation for the black borders, and no desaturation to better resemble the actual hardware
>>
I feel like I made this thread before but no one responded
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>>2789410

fuck you stupid faggot kill yourself
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It's not retro but fairune is a great little arpg that looks like it belongs on game boy color. It isn't a very long game (I beat it in maybe 2 hours) nor does it have any sort of groundbreaking or innovative gameplay but it's a lot of fun and is super cheap on the 3DS eshop. I believe it's on mobile too.
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>>2785035
Enjoying your time on Labrynna?
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Always liked Zelda the Minish Cap's art style. Best top down zelda game on the gb.
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>>2785289
This is typically called selout (selective outlining).
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>>2790735
it's still a form of anti-aliasing
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>>2789664
Holyshit I played this on the android, still haven't finished it but on that there isn't any sort of map system as there is on your picture.
Would definitely have made things easier.
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>>2790338

>minish cap

gross. well, I guess the art is okay, it's just everything else about it that's all smelly

tfw haven't had a good zelda since 2002
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>>2789664
The two hours thing kind of kills it for me. Is there replayability to it?
>>
>>2790735
It's not about the differently colored outlines, it's about a single outline using multiple shades to anti-alias. Can be seen well on the shoulders of the 2nd character, for example, or the skirt of the third
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I didn't have a GBC until pretty late, and only really played Pokemon and the Zelda games.

What are some good GBC games I missed out on?
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>>2791545
I got my GBC mere months before the GBA was out. Everybody knew it was coming, knew the specs, the launch lineup. I still went with a GBC over a GBA. Over the next two or three years I slowly collected my games. Launch or release dates are meaningless to me. So there's nothing you "missed out on". If you see cool games, for cool prices, get them, and play them.

That said, what genres or play styles are you looking for on the GBC?
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>>2785218
NES
cpu: Ricoh 2A03, 8 bit, at 1.79Mhz
ram: 2KB
gpu: RP2C02 at 5.37MHz

GB
cpu: LR35902 at 4.19MHz
ram: 8KB
The GB 's CPU handles all video and sound processing.
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GB top down games so good, even Daikatana is fun.
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>>2791637
The original Daikatana is not a bad design, just sub-par execution (and even that is up to debate), so there's no reason an entirely differently written game using the same design can be entertaining
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File: National_Park_GS.png (80KB, 672x864px) Image search: [Google]
National_Park_GS.png
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>>2785081
I need to replay Gold and Silver some day. I thought the colors were beautiful. Nothing beats the sound of the game either.
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>>2791642
That is an exceedingly forgiving opinion about Daikatana on PC.
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What are good GBC ports of PS1/N64 games?
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>>2786202
Please don't talk like this. You sound like a fucking moron.
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>>2791554
I'm down with anything, really.

RPGs, platformers, action games, whatever.
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>>2791394
Not really, other than just speedrunning purposes. It's kind of like a more functional version of the original hydlide.
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>>2785010
I'm so nostalgic for this particular style. If I'd ever make a game, I think it'd have to be in this style unless I had an artist, since I'm pretty bad at any other kind of art style, haha.
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>>2785031
I played this game over the summer, it's great
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File: dw2gbc_001[1].png (6KB, 320x288px) Image search: [Google]
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I hear you OP. I think GB/GBC is one of the only systems that gives me nostalgia for a whole graphical style and even sound.

DQ games are the fukken cutest on GBC.
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>>2793928
>If I'd ever make a game, I think it'd have to be in this style unless I had an artist
This graphical style is actually ridiculously hard. You're given so few pixels and colors to express characters and concepts, that every pixel matters, and you need a skilled artist that knows how to deform characters and objects to make them fit on the grid and make them look good, recognizable, distinguishable and expressive. Many modern games using "retro" visuals suck balls, because they fail to understand the limitations and opportunities that come with such visuals. They think they can just rub one out in MS Paint and call it a day, and it backfires hard.
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>>2785043
modern games are heavily restricted by budget and marketing

games are so expensive to make that they absolutely must sell, that's why they take few risks and always seem to turn out similar to each other, taking a big risk can bankrupt your company. The boss doesn't care about videogames, he cares about his wallet and the jobs of his employees.
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>>2794331
>2-bit art is hard
not really
if you think in terms of effort, 20 seconds spent on a pixel of a 5 frame, 8x8 animation is the same as .5seconds/pixel on a 10 frame 32x32 animation
A is easily possible for a competent artist, B is just silly
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>>2794405
>20 seconds spent on a pixel
artwork doesn't work that way
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>>2794413
you say that but my pomodoros say otherwise
there's a distinct pace to performing any craft
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>>2794415
So you're one of these "retro artwork" retards, that give the style a bad reputation. That you even think you can start working on the pixel level is laughable. That you think a larger area means more work, is just as laughable. Hell, let's make it extra difficult for you: draw in a 256x256 canvas. That shit does not scale quadratically, not even linearly. The work on such a big canvas is less, because you're not concerned with the individual pixel anymore.
So I'd strongly suggest, stay away from restricted pixel art, you're plain bad at it.
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>>2794434
Have you tried it yourself?
making animated x1 scale art I mean, without any tweens
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>>2794434
Very low res art actually can be done by people without much talent, because it's feasible to just try various pixels until it looks right. 8x8 is only 256 pixels, and you'll only be unsure of a few of them, so you can just brute force it.
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>>2794465
>can be done
You mean "is done"

>you can just brute force it
There's no target function

>it's feasible to just try various pixels until it looks right
>you'll only be unsure of a few of them
And then you're stuck in a local "optimum". For example there are indeed only few ways to put a human-proportional outline in 8x8 pixels (or even 8x16 pixels), and they're all shit. Sprites are super-deformed for a reason. The deformation is not trivial, and it can not be reached by gradual pixel changes
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>>2794547
who the fuck cares about that stuff and why do people on here think it's fucking relevant.

learn some 3dsmax or maya or you'll stay jobless.
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>>2794553
>who the fuck cares about that stuff
This thread

>why do people on here think it's fucking relevant
They're reading this thread

>3dsmax or maya
They are not very useful tools when developing the aesthetics discussed in this very thread
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>>2794331
Yeah, I know, strangely I suck at drawing consistently but when I'm working with limited colours and pixel space, I can convey what I need to convey relatively well. (for my standards, anyway.)

I find creating bigger sprites with more colours really difficult, especially when animating them. I guess I've always worked better under limitations. (It forces me to design more simply, too, which is a nice bonus)
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>>2786112
>They're by and large slow paced.
Nah. Fast paced action is a no-no, but for things like RPGs, gameboy is a lot faster. The need of on-the-go portability meant that the boring annoying shit like 30-second battle animations and lengthy intros/cutscenes/monologues were brought down significantly.
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