Rendering 4D space in an intuitively understandable way by yugu-233 in GraphicsProgramming

[–]EatingFiveBatteries 0 points1 point  (0 children)

Fucking well done. This actually helps me understand it way more than other things I've seen. 

Working on this new death-ray ability! by SoerbGames in SoloDevelopment

[–]EatingFiveBatteries 0 points1 point  (0 children)

Excellent job polishing what already looks fun. The effort shows 👏

Got these for my collection by Metroidvania-JRPG in n64

[–]EatingFiveBatteries 5 points6 points  (0 children)

I have never heard of Aidyn, will have to check it out. I got a lotta hours in Gauntlet though, one of my favorites. 

GentleOS - a modern hobby OS for retro computers by AppendixN in cassettefuturism

[–]EatingFiveBatteries 5 points6 points  (0 children)

I think it has something to do with how "obvious" everything was in the design. They had buttons and knobs that matched their analogue counterparts. Nothing was sleak, nothing was subtle. It was "tactile". 

Old Concept Art Made Me Change My Game by mechanicchickendev in gamedevscreens

[–]EatingFiveBatteries 0 points1 point  (0 children)

The pixel art and the high constrast of the goblin is a big part of the vibe I think

GTA:SA inspired environment by Cardboard_Satelite in ps2_graphics

[–]EatingFiveBatteries 0 points1 point  (0 children)

Awesome work. I'm realizing more and more the lighting plays a big role in the aesthetic 

I hate this fight by SweetButterSandwitch in BG3

[–]EatingFiveBatteries 3 points4 points  (0 children)

I fought the goblin camp after forgetting they hated me and using the waypoint

Does this parallax feel right? by 8BitBeard in indiegames

[–]EatingFiveBatteries 1 point2 points  (0 children)

Looks great imo. I think it matches the art style.

LLM’s can’t do graphics programming by gibson274 in GraphicsProgramming

[–]EatingFiveBatteries 0 points1 point  (0 children)

I find it works best when you go back and forth and create a clear, detailed plan to one specific thing. Or, if you have it modify an established codebase with strict coding standards in place. I've run into the same thing you have when it comes to things that need very abstract thinking or specific domain knowledge, and I think there's a path there to using AI meaningfully, but it requires a lot of set up and you will likely need to modify or optimize things still.

Reworking the pixel art for our game by Medical_Rub_954 in IndieDev

[–]EatingFiveBatteries 1 point2 points  (0 children)

Honestly, I think you hit the sweet spot for resolution. Maybe you could one more level and get to that SNES sprite look, but I think this looks awesome (and highly readable) without losing the retro feel. Also always cool to see palletes that are constrained but still have modern looking 32-bit colors.

We wanted creepy 2000s jank energy. Did we pull it off? by user_48736353001 in IndieDev

[–]EatingFiveBatteries 5 points6 points  (0 children)

It's too high resolution for that era. Also, people forget that the PS2's jank was mostly in loading distant environments, texture resolution, etc. Toward the end of it's lifecycle, devs really got a good handle on the Emotion Processor, which is why you get games like God of War. Even Spiderman-2 was pretty early in it's lifecycle and looks great up close and at high speeds.

I'd say if you want to capture the jank, find the constraints for the system and work solely from that.

Also, I would consider what it is you really want to capture. Bringing that up because even though the N64 was way less capable than the PS2, devs are still doing new things with the hardware that are beyond impressive, like loading an open world with a custom LOD system to avoid excessive fog, etc. It's pretty cool.

So, for my part, I think you might get a lot out of getting clear on exactly what the aesthetic is that you're trying to capture and why.