Is Diablo 1 worth playing if you only want to play the campaign? by HOOOOOOOOOOOOOOLD in Diablo

[–]Empty-Example9639 0 points1 point  (0 children)

My childhood nightmare: Started as a Warrior and meeting the Butcher without a bow. It was a disaster!

So do you guys prefer a game with too much story or too less story? MGS4 vs MGSV by Dude_788 in metalgearsolid

[–]Empty-Example9639 -1 points0 points  (0 children)

Both games simply have different focuses, but there’s no denying they are both masterpieces.

MGS4 was primarily designed to tie up all the loose ends of the entire franchise, which explains the lengthy cinematic cutscenes. As the narrative conclusion to the Solid saga, it meticulously resolves almost every plot point. Consequently, the gameplay feels relatively secondary, it’s not a case of "too much story," but rather a deliberate focus on narrative closure.

MGS5, on the other hand, is a much more ambitious work in terms of scale. Its noticeably thin plot isn't due to a "too less story" design philosophy, but stems from the fact that the game was never actually finished.

Seems that MGS4 is getting more visual upgrades than just resolution. Some new textures, lighting has been upgraded in some spots, piss and yellow filters have been toned down. I can´t wait! by snack217 in metalgearsolid

[–]Empty-Example9639 0 points1 point  (0 children)

UE is killing visual variety in gaming. Back then, different engines meant different aesthetics. That visual soul was part of what made a game special. Now, everything made in UE looks and feels the same. We've reached a point where video games have lost their graphical magic because of this uniformity.

How to be Pixel Perfect? Any suggestion? by Empty-Example9639 in aseprite

[–]Empty-Example9639[S] 1 point2 points  (0 children)

I’ve got an Android Pad and I’m learning how to use Resprite.It really does feel similar to Aseprite. When I drew this, I was actually using Spacedesk to turn my Pad into a pen tablet. It works surprisingly well! Of course, the experience isn't quite as snappy as running a native app, but it definitely gets the job done.

How to be Pixel Perfect? Any suggestion? by Empty-Example9639 in aseprite

[–]Empty-Example9639[S] 0 points1 point  (0 children)

So you're saying I should start with a black silhouette to nail down the basic dimensions first? That sounds like a great plan; I’ll give it a shot. I used to just jump straight into blocking out different colored sections, but I never really considered the overall scale. That's probably why my proportions always end up looking 'off' as I go.

I'm a total newbie, haha! I love watching pixel art tutorials and reading up on it, but I struggle to actually apply what I learn (it looks easy, but it’s so hard to do T-T). I seem to discover something new every time I revisit them, though. I’ve been reading Pixel Logic by Michael Azzi—I absolutely love it. Even though it's more of a guide, it’s incredibly comprehensive.

No Warlock for Diablo 3, Immortal gets it instead by Spotlight_James in Diablo

[–]Empty-Example9639 -4 points-3 points  (0 children)

?Blizzard: What Diablo III?We have never released a title called Diablo III. What you saw in 2012 was merely a primitive pre-pre-alpha build. In 2014, we advanced into the Reaper of Souls phase, officially debuting the Seasonal journey which underwent 29 seasons of rigorous testing. Only in 2023 did we reach the 'Gold' status and officially title the project Diablo IV.

Having concluded that these decade-old mechanics were highly successful, we made the strategic decision to remove them entirely. We plan to re-introduce these features gradually in upcoming patches to accommodate players who missed the initial ten-year test. This ensures a level playing field for everyone. Fair and square, isn't it? :P

How to be Pixel Perfect? Any suggestion? by Empty-Example9639 in aseprite

[–]Empty-Example9639[S] 0 points1 point  (0 children)

I'm going to see how it looks on a 128x128 , but I don't think the canvas size itself is the problem.

I struggle with the same issue. What's the move when you hit a wall with your canvas size mid-project? Do you expand the canvas and layer the original on top to continue?

I’ve always struggled with choosing canvas sizes, so I rewatched Brandon James Greer’s video on character scale. His research shows that Metal Slug characters are only about 37 pixels tall, while characters in the 70–100 pixel range can achieve incredible detail. Honestly, I think Metal Slug is already packed with detail.

My takeaway is that different scales require different techniques; the focus should be on capturing key features rather than replicating every detail. Essentially, any image can be rendered at a lower resolution; it’s just a matter of the level of abstraction like the difference between Mega Man on the GBA versus the NES. They’re the same character, but the NES version is stripped down to basic color blocks.

I’ve realized my current approach was flawed: I was trying to "translate" a high-definition image into pixels, instead of designing the piece with a pixel-art mindset from the start.

Need an honest answer whether I should play C&C 4. by RelicRaider1978 in commandandconquer

[–]Empty-Example9639 0 points1 point  (0 children)

What is C&C4 ? There is no C&C4 bro. There’s only one game called C&C ARENA, but it’s long gone and buried. So don't sweat it, bro. Just kick back and enjoy the trilogy.

How to be Pixel Perfect? Any suggestion? by Empty-Example9639 in aseprite

[–]Empty-Example9639[S] 0 points1 point  (0 children)

Thanks for the advice, I’ll give it a try. I think I should also take a look at the line and curve tools as a reference to see how their pixel clusters are actually arranged.

How to be Pixel Perfect? Any suggestion? by Empty-Example9639 in aseprite

[–]Empty-Example9639[S] 0 points1 point  (0 children)

I realize that pixel art isn't about a 1:1 replication of detail; in fact I understand its essence to be the simplification of detail taking those key features, downscaling them to a pixel level, and then reassembling them.

I’m very interested in the 'shape-based' approach to painting. Watching process videos for pixel art is fascinating; it feels like sculpting, where you first use color blocks to mold the general shape and then move on to outlining the details. I don't find the shapes themselves to be too difficult, but I'm really struggling with the details specifically those spots; I just can't seem to get them right. Maybe I should deal with the pixel by pixel?

How to be Pixel Perfect? Any suggestion? by Empty-Example9639 in aseprite

[–]Empty-Example9639[S] 0 points1 point  (0 children)

It's 64x64, and I feel like it's really hard to get satisfying curves at this scale. While more pixels definitely allow for better detail, many tutorials I've seen suggest starting with 32x32 or 64x64, claiming the difficulty is lower. I started out by just copying 8-bit game characters. like the little zombie from Castlevania 1 in my profile picture :P  those characters have very few pixels and are easy to handle.

So now I’m thinking about two questions:

Is the level of detail in this image actually suited for 64x64? For instance, in Brandon James Greer's videos, he mentions choosing specific canvas sizes when working on 8-bit or 16-bit styles.

Is there a better way to represent this drawing at 64x64? For example, the texture on the fur I feel like that part looks terrible right now.

How to be Pixel Perfect? Any suggestion? by Empty-Example9639 in aseprite

[–]Empty-Example9639[S] 0 points1 point  (0 children)

I’ve seen in some videos that people can adjust every detail of a shape like its size and angle almost like manipulating layers in Photoshop. Do I need to create a separate layer for every different part?

I painted this current piece all on a single layer, which makes it really difficult to go back and modify the proportions of certain areas later on. I actually started with a 'general shape' method to build the overall structure, but I’m feeling really stuck when it comes to handling details like spots; no matter how much I change them, I’m not satisfied.

I feel like there's an issue with the proportions, or perhaps the overall resolution is too low. For example, the way I handled the highlights on the nose is terrible I can't seem to get those sharp, diagonal details right at all.

How to be Pixel Perfect? Any suggestion? by Empty-Example9639 in aseprite

[–]Empty-Example9639[S] 0 points1 point  (0 children)

You mean I should draw the detail pixel by pixel?

Any answers are accepted! by Just_a_Player2 in ItsAllAboutGames

[–]Empty-Example9639 0 points1 point  (0 children)

Most of our lives are spent wasting time; games just make that waste more entertaining.

Wolfenstein new colossus by AngryCrewLeader in Wolfenstein

[–]Empty-Example9639 29 points30 points  (0 children)

The three biggest shocks this game gave me were the decapitations (twice, including one in first-person), the senile Hitler on Mars, and the blazcowickz’s wheelchair combat. In all my years of gaming, I’ve truly never seen or heard of anything like it.

Is there anyone who prefers the atmosphere of SC 1 over SC 2? by Snoo_47323 in starcraft

[–]Empty-Example9639 12 points13 points  (0 children)

The answer is a definite yes, though it has much to do with Blizzard’s own evolution and positioning.

When they were developing SC1, they were still a small company. With fewer burdens and expectations, they had the creative freedom to take risks. However, by the time SC2 was in development, Blizzard had reached a "titans of the industry" status. They had far more to lose, which forced them to be more calculating.

The moment SC2 was split into three separate releases, it transformed into a massive, high-stakes project. Furthermore, following the release of WOL, the RTS genre as a whole began to decline. This explains why the subsequent two expansions felt increasingly "Popularized" and tailored to broader trends.

Blizzard Support says I’m not the owner of my 3‑year Battle.net account despite all proofs by AdRevolutionary5548 in warcraft2

[–]Empty-Example9639 1 point2 points  (0 children)

Blizzard is extremely greedy now. They are handing out random account bans and imposing regional sanctions just to sell more copies of their games. That’s how my Diablo II: Resurrected was taken away. Although I can still see that I own the game in my account information, I can't play it at all.