Theres almost no reason to not do ps3-4 era graphics on anything. I mean, fortnite and cod run just fine on mobile and why would you make anything look worse than what a phone can run?
>Theres almost no reason to not do ps3-4 era graphics on anything.
They strain less on computers if they're implemented competently and the assets are easier to make so the whole development process is less of a hassle.
Part of the reason why AAA gamedev is so fricked nowadays is cause literally everything has to be photo-realistic and it frequently ends up looking like shit because they overcompensated.
>I want all indie games to have souless PS3 era graphics
kys
those examples on the left look like dogshit, though. and stardew valley looks alright. not incredibly impressive, but still better than the other two you lumped it in with. what are those games? celeste? yume nikki? I don't know but they're clearly very poor examples of pixel art. let me know when indieshits make pixel art like pic related.
How many times do we need to go through this? Metal Slug uses a complex style of pixel art that needed a whole talented art team to make. Not just that, but metal slug is the equivalent of AAA from the 90's.
>excuses regarding metal slug's artstyle
don't care, if you're out to make a product, then make the best you can make. it's not my fault as a consumer that you can't meet a standard, and I'm not going to give you good boy points just for trying.
>1 guy can make AAA tier graphics because... because some time passed and certain AAA games are old now
When did you realize that Ganker doesn't know shit about game development but still feels the need to argue about it?
>if you're out to make a product, then make the best you can make
That's what most decent indies try to do. Not their fault that you set the standards too high and don't play videogames.
if they're not out to make the best they can make, then what are they trying to do? be "artists" that make shit art?
2 months ago
Anonymous
anon, this may shock you, but the best a team of artists working on a AAA budget with years of professional drawing experience can do is different than the best a couple amateur dudes working on a hobby project out of their basement can do
2 months ago
Anonymous
no, anon, that isn't shocking. but you might be shocked to find that people have certain standards when they're expected to make a monetary business transaction in exchange for goods or services. yes, yes, vidya is art and all that. yes, yes, muh vision, muh passion project, muh project limitations, blah blah. those are your problems, not mine. at best, I can be sympathetic, but if the game doesn't meet whatever standard most people expect, then you shouldn't be surprised when it doesn't sell. that's just how it goes. do I really need to produce an analogy here? would you buy a pizza with cat turns in lieu of actual sausages as toppings? would you buy a car that was designed to only ever have three tires in total at any given time? I'll preemptively assume the answer to those questions is "no" and while artstyle is something of a spectrum that is subjective and left to the individual to appreciate (or not), that doesn't mean that standards are non-existent in art.
2 months ago
Anonymous
You're holding indie devs, people who have limited budgets, people and often don't have much experience, to the level of standards you expect from a big AAA studio full of talented veterans and with big budgets. The fault is entirely on you. Go harass some random youtube animator that he's lazy because he's been making cartoons for years but never made a full-length animated movie.
2 months ago
Anonymous
wrong. you're wrong to suggest the standards are unattainable. git fricking gud you scrubs. and besides, let's just say for the sake of argument that metal slug is the holy grail, the apex, the gold standard. that doesn't mean you have to surpass or even meet that standard, it just means that your art and your product are going to inevitably be compared to the best of the best. that's. just. how. it. goes. however that doesn't mean that you can't strive for greatness given your limitations. hell, some of the best AAA games were made under limited budget and time constraints (majora's mask comes to mind). so no, I don't think it's unreasonable to expect more than what is found in fricking undertale for crying out loud.
2 months ago
Anonymous
no one likes the artstyle of ut/dr, people like the music and writing and character design and novel gameplay ideas. that's just my point, is sometimes an indie dev can be deficient in one area (art) but strong in others, and then make a game entirely by themselves to realize their unique vision. If I dismissed it on the basis of the shit art, I'd be missing out.
2 months ago
Anonymous
alright, fair point, and I can agree. however, we're specifically judging one aspect of the creation here - that's the point of this thread, no? to judge the quality of the art in indie games? if you don't want to be judged, then don't fricking bring it up. don't get pissy either when people rightfully point out the questionable quality of the art in question, either. your apologetics won't make people's criticism suddenly disappear, and hell, it doesn't even mean that those other aspects you listed and appreciate are bad, but they're not part of the discussion.
2 months ago
Anonymous
yeah most pixel art indie games are not that good, visually. Some are (blasphemous and rain world come to mind) but most aren't. I just don't really care because the ideas matter more to me than the visual fidelity with which they're presented.
2 months ago
Anonymous
you could've just said you don't understand subjectivity and left it at that instead of this word salad
2 months ago
Anonymous
you could've just said you're a disingenuous c**t who doesn't even read and left it at that rather than take the time to respond with fricking nothing.
2 months ago
Anonymous
you keep going on about some nonexistent standard as if metal slug's soldiers and tanks that all look the same are inherently better than undertale's dozens of unique character designs just because they're animated at 60 fps
2 months ago
Anonymous
now you're just making shit up. don't @ me, you goddamn moron.
2 months ago
Anonymous
you have bought a small-time indie record expecting a full-scale movie soundtrack
the only moronic one is you
2 months ago
Anonymous
>if they're not out to make the best they can make
But they are...? most indie games are made by either a small group of people that have to split the work between each other or even just one guy who has to handle all aspects of the game. You "standard" is metal slug, a game with very detailed level of spritework that requires a certain amount of effort and talent, and which was made by the equivalent of an experienced AAA team.
Also all these zoomers that don't play videogames throwing around the "mobile game" and "flash game" shit around - it's such grade school level bullshit and genuinely means nothing besides "its bad because it doesn't have HIGH LEVEL GRAPHIX like in call of duty and GTA!"
2 months ago
Anonymous
Good artists aren't everywhere and aren't working for free and games like Metal Slug required teams of them.
SNK had some of the finest artists in the industry at the time making their games.
and artists with any skill or talent aren't begging to work for some indie studio, ones that have skill want to work for the companies that pay them well.
and money isn't something that indie studios are known for having
2 months ago
Anonymous
I feel like xena probably likes to give aggressive hand jobs but then act innocent about it afterwards.
>1 guy can make AAA tier graphics because... because some time passed and certain AAA games are old now
AAA wasn't even a thing back when games were good, m8.
2 months ago
Anonymous
It sure as shit was or the term shovelware wouldn't exist.
2 months ago
Anonymous
Shovelware refers to AAA, now. Back then it refereed licensed games and busted rip-offs of other games
2 months ago
Anonymous
shovelware back then at least was fun
today it's just pure garbage
2 months ago
Anonymous
>shovelware back then at least was fun
You don't know what Shovelware is if you think this.
2 months ago
Anonymous
you call everything that isn't made by one of the 3 japs and western companies shovelware
I know better than you
2 months ago
Anonymous
>shovelware back then at least was fun
Shovelware was shovelware. If it was a good game, it wasn't shovelware because the team gave a shit even if it was low-budget or had to come out to coincide with a movie or series. Shovelware exists on every system with a large install base, from the NES to PS1 to PS2 to Wii to PS4 to Switch, but those are nothing compared to Steam & Mobile. The thing is that where there is shovelware, there can also bloom quality low-budget titles that can take a risk because of a large install base.
>don't care, if you're out to make a product, then make the best you can make. it's not my fault as a consumer that you can't meet a standard, and I'm not going to give you good boy points just for trying. >i don't get it it, they're both drawn shouldn't they have the same quality
SNK had a bunch of professional and talented artists working on the direction and assets of their games
Most indie studios just have some guy they knew who said they could draw
>Theres almost no reason to not do ps3-4 era graphics on anything.
So only big budget games and asset flips should exist?
Graphics aren't a slider that you move higher to be more detailed or realistic and down to be more simple or cartoony. The detailed models/textures/etc require exponentially more work and money for an end result that usually looks completely soulless anyway.
having even halfway decent graphics takes a significant amount of development resources, and tacks on a huge chunk for every piece of content you add. graphics are the most resource heavy aspect of game development. they are in my opinion the biggest waste of resources, and zoomers whining about frameskips and things "looking bad" only added fuel to the fire.
gameplay and content should come first, the only people who care what a game looks like at minimum have bad priorities and often completely lack imagination.
PS1/N64/5th gen visuals are literally one of the hottest trends on the indies right now, albeit mostly in platformer spaces (though pic related pulls off a "sprites in 3D space" vibe well). Once people start recreating Renderware graphics and have games that have some of those early PS2 vibes we'll be in the good shit.
>why does all of the PSX styled games run and look like shit with 1 gazillion screen filters?
Why use C and assembly code to make a whole ass proprietary engine that's designed to run on 2MB RAM in current year when you can just use Unity instead?
well, lethal league like of did that, i hope people pic it up, it would be better if it wasnt a FPS but at least it isnt a frickin procedural survival craft sandbox.
those examples on the left look like dogshit, though. and stardew valley looks alright. not incredibly impressive, but still better than the other two you lumped it in with. what are those games? celeste? yume nikki? I don't know but they're clearly very poor examples of pixel art. let me know when indieshits make pixel art like pic related.
>Let me know when indies have the same art quality of the best AAA spritework in decades.
I would never expect indies to have the spite work equivalent to what SNK used to make, that's just insanity
Anyone here who's into 2D platformers and isn't a team sports poser most likely enjoyed Celeste because it is one of the best precision platformers of the last 15 years and all cutscenes are skippable (which I recommend doing).
I hate the cheap flash vector look and the only game that pulled-off traditional drawing is Cuphead. Even then having "high-quality" art looks weird in games, especially 2d platformers with tiles and slopes. It looks bad when it tries to be uniform, but it's hard to read when it isn't.
I hate the bait & switch Celeste has more than anything. >Close-ups and promo art - Large and expressively drawn >In-game - Faceless squat blobs
Did it start with Gunslugs or something else?
Here I can acknowledge that right is more detailed, But I'd just really prefer the smoother edges and lines (and no. the filter obviously doesn't fix it). (If you see this and feel like going back btw; I have to warn you that the original runs like absolute shit, compared to rebirth)
yeah. but if you did that it'd probably look ugly and inconstant. But I don't think vector art's inherently unable to implement the colors and detail of Rebirth backgrounds.
Correct it looks like mobile flash shit.
However you are also falsely claiming that Ganker wants everything to be pixelshit when "pixelshit" is one of the most associated phrases people say in relation to "indie games"
Then I think the biggest difference would be that you might save some work hours through the project. On the other hand, if you want it too look authentic, rather than just a difference in polycount (and possibly texture resolution, but that probably wouldn't save much time or effert at all) new problems might show up, like either you have to do some research about what techniques weren't available at the time and so forth and keep them to that, or pay them to look into and adhere to that
There's nothing really that emulating a 6th gen style won't do better than a 7th gen one. The technical limitations are gone, so what's left is just to make the game development easier. If you're gonna make something with 7th gen graphical standards you better have an entire team working on it.
>people are pretending that Stardew, Deltarune and Celeste look bad now
you Black folk have way too fricking high of standards, I swear to god. you wouldn't survive for a second playing any old game or any rogue like.
i'm here to shit on terraria even though i've got over a thousand hours in the game and no one asked >graphics
the creator literally ripped a FFV spritesheet (it's his favorite FF game) and added more hairstyles and colors >soundtrack
very dated and overrated, you'll hear praise from morons online talking about how "really nostalgic it is to hear the overworld theme" when it's just a minute-thirty loop of some bitcrushed cymbal crashes and stock FL studio brass followed up by "chiptune" melodies >progression
early game is a chore to even start and hardmode past the mech bosses is too linear, the middle 50% of the game is the only part that's worth touching >modding
calamity ruined future modding in terraria, everything is over-saturated and feels like a completely different game to vanilla
flash is dead so indie devs decided to try and put "effort" into their games so that they can put a price tag on it. at least back then there was no paywall for this shit and flash devs experimented with hyperviolence and weird game concepts. remember escape room flash games? now they're everywhere in real life, you're welcome.
>remember escape room flash games? now they're everywhere in real life, you're welcome.
i've only found 1 on my isle
wish there was some kind of labyrinth too even if they are easy to exploit
Cave Story was pretty much a trailblazer so any shortcomings are understandable. Even then the sprite work at least has a clear art style despite its simplicity.
The only thing I don't understand about pixel art in indie games are particularly RPGMaker ones.
You're making a video game made out of pixels, one of the simplest graphics to work on, and you can't even make your own assets 90% of the time? Now that's just lazy. Otherwise, pixel graphics tend to range from eh to fine.
>glorified flash games
have you considered that flash games were just freeware indie games and that "flash game" as a moniker of quality rather than an indicator of medium has always made you look like a moron
i'd agree with you if it weren't for the fact that AAA kept shitting the bed consistently once 2014 hit. back then they were hits with few misses, then once the 2010s rolled around it became nothing but cash-grabs and recycled assets
>remember escape room flash games? now they're everywhere in real life, you're welcome.
i've only found 1 on my isle
wish there was some kind of labyrinth too even if they are easy to exploit
>labyrinth
america's got you covered with corn mazes, carnival mirror mazes, and museums. hell, the older i get the more i appreciate a good trip to the museum
Did I enter a new timeline? The Ganker I remember constantly shit on indie games for being pixelshit
90% of this thread is shitting on both, moron. read with your eyes and stop sucking OP's wiener
A bit of a generic answer but the total package in Shovel Knight Treasure Trove is excellent, King of Cards was a GOTYC in 2019 which was a pretty good year. In terms of more recent stuff I loved Gravity Circuit, Symphony of War, YOMI Hustle, Pizza Tower, and Slay The Princess.
I think it's a good sign that a lot of recent games I was thinking of naming I realized weren't indies but genuine mid-budget published games. I really do think that space is coming back.
remember when people were shitting on BRCF for being a blatant JSRF clone?
Inspiration being called plagiarism, especially when at the time nobody thought a new official JSR was possible. Even now the new one may be marred with live service bullshit instead of just being an iterative sequel that takes advantage of modern tech and controls. Hope it's good though, it will definitely scratch a different itch than Bomb Rush if it is.
I like low poly* games, maybe is just nostalgia, but I think they look cool.
*Low poly with good aesthetics, 99% of the indie low poly games looks like shit, your favorite indie low poly game probably looks like shit.
>Only zoomers give a shit about everything being pixelart again.
Maybe I've been on the board too long because this complaint used to be targeted at Millennial indie devs for trying to emulate retro aesthetics but doing shit like mixels or designs that were too minimalist.
/v/'s perception of indie games comes from Ganker. I don't know how anyone could make that image when Pizza Tower came out last year and games like Fez and Terraria came out in the early 2010s.
It's pixel art in the same way drawing with the pencil in MSPaint is pixel art, technically true but in a style that doesn't quite match the other examples.
i want games like the gamecube era
(this includes PS2 and xbox btw)
cause my god many games today are way too fricking bright
im not the only one that thinks this right
same with like storage
optimize your games dammit
there was games with more content in only 4 gb
people forget limitations are a good thing sometimes
There's been thread before, specifically about contrast value and how pale/flat newer games (3d and 2d) looks compared to the gen you mention. I agree.
It's still insane to me that all these years ago we could have a indie game like dust that had really nice music, beautiful artwork and actually pretty good voice acting together with pretty fun gameplay, but all these years later a game on this level is still a rarity
I'm indiedev and for the time being use NES graphics, mostly because I'm an artlet and you have be truly inept to frick NES graphics up. I will say though that the time I've spent not only learning what the limits of the system are, but working within those limits, I could have just practiced and at least moved up to mediocre fourth gen graphics by now. I'm not sure I want to stick with this art-style but the idea of going back and redoing everything sounds like a nightmare and I'd almost rather kys myself.
right is how reddit wants them to look like, not Ganker. Ganker wants them to look like 2000s / early 2010s flash games or for them to actually look like they come from the generations the devs are trying to imitate the graphics from.
Personally I'd loke more indie games (especially FPS and RPGs) to have a mid 2000s look. S.T.A.L.K.E.R. had pretty outdated graphics even for 2007 so the devs had to make up for it somehow. The muted colours, grey sky, sounds design and rusty UI made it extremely atmospheric.
Why can't they just make some PS1 - PS2 era 3D graphics instead? That shit worked fine and it was one of the most innovative generations of vidya.
Theres almost no reason to not do ps3-4 era graphics on anything. I mean, fortnite and cod run just fine on mobile and why would you make anything look worse than what a phone can run?
>Theres almost no reason to not do ps3-4 era graphics on anything.
They strain less on computers if they're implemented competently and the assets are easier to make so the whole development process is less of a hassle.
Part of the reason why AAA gamedev is so fricked nowadays is cause literally everything has to be photo-realistic and it frequently ends up looking like shit because they overcompensated.
>angry birds
>indie games
>I want all indie games to have souless PS3 era graphics
kys
How many times do we need to go through this? Metal Slug uses a complex style of pixel art that needed a whole talented art team to make. Not just that, but metal slug is the equivalent of AAA from the 90's.
stfu and let them cum
>excuses regarding metal slug's artstyle
don't care, if you're out to make a product, then make the best you can make. it's not my fault as a consumer that you can't meet a standard, and I'm not going to give you good boy points just for trying.
>1 guy can make AAA tier graphics because... because some time passed and certain AAA games are old now
When did you realize that Ganker doesn't know shit about game development but still feels the need to argue about it?
>if you're out to make a product, then make the best you can make
That's what most decent indies try to do. Not their fault that you set the standards too high and don't play videogames.
if they're not out to make the best they can make, then what are they trying to do? be "artists" that make shit art?
anon, this may shock you, but the best a team of artists working on a AAA budget with years of professional drawing experience can do is different than the best a couple amateur dudes working on a hobby project out of their basement can do
no, anon, that isn't shocking. but you might be shocked to find that people have certain standards when they're expected to make a monetary business transaction in exchange for goods or services. yes, yes, vidya is art and all that. yes, yes, muh vision, muh passion project, muh project limitations, blah blah. those are your problems, not mine. at best, I can be sympathetic, but if the game doesn't meet whatever standard most people expect, then you shouldn't be surprised when it doesn't sell. that's just how it goes. do I really need to produce an analogy here? would you buy a pizza with cat turns in lieu of actual sausages as toppings? would you buy a car that was designed to only ever have three tires in total at any given time? I'll preemptively assume the answer to those questions is "no" and while artstyle is something of a spectrum that is subjective and left to the individual to appreciate (or not), that doesn't mean that standards are non-existent in art.
You're holding indie devs, people who have limited budgets, people and often don't have much experience, to the level of standards you expect from a big AAA studio full of talented veterans and with big budgets. The fault is entirely on you. Go harass some random youtube animator that he's lazy because he's been making cartoons for years but never made a full-length animated movie.
wrong. you're wrong to suggest the standards are unattainable. git fricking gud you scrubs. and besides, let's just say for the sake of argument that metal slug is the holy grail, the apex, the gold standard. that doesn't mean you have to surpass or even meet that standard, it just means that your art and your product are going to inevitably be compared to the best of the best. that's. just. how. it. goes. however that doesn't mean that you can't strive for greatness given your limitations. hell, some of the best AAA games were made under limited budget and time constraints (majora's mask comes to mind). so no, I don't think it's unreasonable to expect more than what is found in fricking undertale for crying out loud.
no one likes the artstyle of ut/dr, people like the music and writing and character design and novel gameplay ideas. that's just my point, is sometimes an indie dev can be deficient in one area (art) but strong in others, and then make a game entirely by themselves to realize their unique vision. If I dismissed it on the basis of the shit art, I'd be missing out.
alright, fair point, and I can agree. however, we're specifically judging one aspect of the creation here - that's the point of this thread, no? to judge the quality of the art in indie games? if you don't want to be judged, then don't fricking bring it up. don't get pissy either when people rightfully point out the questionable quality of the art in question, either. your apologetics won't make people's criticism suddenly disappear, and hell, it doesn't even mean that those other aspects you listed and appreciate are bad, but they're not part of the discussion.
yeah most pixel art indie games are not that good, visually. Some are (blasphemous and rain world come to mind) but most aren't. I just don't really care because the ideas matter more to me than the visual fidelity with which they're presented.
you could've just said you don't understand subjectivity and left it at that instead of this word salad
you could've just said you're a disingenuous c**t who doesn't even read and left it at that rather than take the time to respond with fricking nothing.
you keep going on about some nonexistent standard as if metal slug's soldiers and tanks that all look the same are inherently better than undertale's dozens of unique character designs just because they're animated at 60 fps
now you're just making shit up. don't @ me, you goddamn moron.
you have bought a small-time indie record expecting a full-scale movie soundtrack
the only moronic one is you
>if they're not out to make the best they can make
But they are...? most indie games are made by either a small group of people that have to split the work between each other or even just one guy who has to handle all aspects of the game. You "standard" is metal slug, a game with very detailed level of spritework that requires a certain amount of effort and talent, and which was made by the equivalent of an experienced AAA team.
Also all these zoomers that don't play videogames throwing around the "mobile game" and "flash game" shit around - it's such grade school level bullshit and genuinely means nothing besides "its bad because it doesn't have HIGH LEVEL GRAPHIX like in call of duty and GTA!"
Good artists aren't everywhere and aren't working for free and games like Metal Slug required teams of them.
SNK had some of the finest artists in the industry at the time making their games.
and artists with any skill or talent aren't begging to work for some indie studio, ones that have skill want to work for the companies that pay them well.
and money isn't something that indie studios are known for having
I feel like xena probably likes to give aggressive hand jobs but then act innocent about it afterwards.
>1 guy can make AAA tier graphics because... because some time passed and certain AAA games are old now
AAA wasn't even a thing back when games were good, m8.
It sure as shit was or the term shovelware wouldn't exist.
Shovelware refers to AAA, now. Back then it refereed licensed games and busted rip-offs of other games
shovelware back then at least was fun
today it's just pure garbage
>shovelware back then at least was fun
You don't know what Shovelware is if you think this.
you call everything that isn't made by one of the 3 japs and western companies shovelware
I know better than you
>shovelware back then at least was fun
Shovelware was shovelware. If it was a good game, it wasn't shovelware because the team gave a shit even if it was low-budget or had to come out to coincide with a movie or series. Shovelware exists on every system with a large install base, from the NES to PS1 to PS2 to Wii to PS4 to Switch, but those are nothing compared to Steam & Mobile. The thing is that where there is shovelware, there can also bloom quality low-budget titles that can take a risk because of a large install base.
>don't care, if you're out to make a product, then make the best you can make. it's not my fault as a consumer that you can't meet a standard, and I'm not going to give you good boy points just for trying.
>i don't get it it, they're both drawn shouldn't they have the same quality
SNK had a bunch of professional and talented artists working on the direction and assets of their games
Most indie studios just have some guy they knew who said they could draw
>7th generation
>soulless graphics
Frick off boomer.
>Theres almost no reason to not do ps3-4 era graphics on anything.
So only big budget games and asset flips should exist?
Graphics aren't a slider that you move higher to be more detailed or realistic and down to be more simple or cartoony. The detailed models/textures/etc require exponentially more work and money for an end result that usually looks completely soulless anyway.
because low poly+ hand painted + baked light textures are a amazing.
PS3 tier graphics looks pretty bad
having even halfway decent graphics takes a significant amount of development resources, and tacks on a huge chunk for every piece of content you add. graphics are the most resource heavy aspect of game development. they are in my opinion the biggest waste of resources, and zoomers whining about frameskips and things "looking bad" only added fuel to the fire.
gameplay and content should come first, the only people who care what a game looks like at minimum have bad priorities and often completely lack imagination.
>Why can't they just make some PS1
that's every 3d indie game nowadays
ps1 graphics suck
ps2 graphics aren't defined by their limitations, they're defined by their artstyle
N64 graphics were much better
PS1/N64/5th gen visuals are literally one of the hottest trends on the indies right now, albeit mostly in platformer spaces (though pic related pulls off a "sprites in 3D space" vibe well). Once people start recreating Renderware graphics and have games that have some of those early PS2 vibes we'll be in the good shit.
indie games can't into optimiziation, why does all of the PSX styled games run and look like shit with 1 gazillion screen filters?
Because they can't into optimization. Don't buy their games unless they can into optimization.
mostly because they made them on proprietary engines, not made to save performance in the same ways as games from 96, out of the box.
>why does all of the PSX styled games run and look like shit with 1 gazillion screen filters?
Why use C and assembly code to make a whole ass proprietary engine that's designed to run on 2MB RAM in current year when you can just use Unity instead?
well, lethal league like of did that, i hope people pic it up, it would be better if it wasnt a FPS but at least it isnt a frickin procedural survival craft sandbox.
remember when people were shitting on BRCF for being a blatant JSRF clone?
>lethal league
*lethal company
just look at this dude, simple as frick without much bloat and he does a good job representing the players.
Lethal League did sort of have PS2 graphics if we're to be fair anyway, game's unique too
There's the guy that made nun massacre and all of those other horror games.
Many devs are working on lowpolly Games though.
Is just that the yummy metroidvania about depresion crowd shill the 2D Games more
I prefer left actually. Modern sprites are just better.
I don't find any of these styles particularly appealing.
you have to be a good artist to make left work
no indie game has pulled this off yet
Indie games stopped being 2d only after Xbox Marketplace and A Hat in Time.
I never played celeste, looks too moronic.
those examples on the left look like dogshit, though. and stardew valley looks alright. not incredibly impressive, but still better than the other two you lumped it in with. what are those games? celeste? yume nikki? I don't know but they're clearly very poor examples of pixel art. let me know when indieshits make pixel art like pic related.
For anyone interested, here's a handy guide for understanding and drawing the MS style
https://6th-divisions-den.com/ms_tutorial.html
>Let me know when indies have the same art quality of the best AAA spritework in decades.
I would never expect indies to have the spite work equivalent to what SNK used to make, that's just insanity
>he thinks Ganker likes celeste
I like celeste
go back to resetera homosexual.
Why?
the funniest thing about election tourists is that they never update their boogiemen
Anyone here who's into 2D platformers and isn't a team sports poser most likely enjoyed Celeste because it is one of the best precision platformers of the last 15 years and all cutscenes are skippable (which I recommend doing).
I hate the cheap flash vector look and the only game that pulled-off traditional drawing is Cuphead. Even then having "high-quality" art looks weird in games, especially 2d platformers with tiles and slopes. It looks bad when it tries to be uniform, but it's hard to read when it isn't.
pixelshit made in mspaint isn't "cheap" though right
I hate the bait & switch Celeste has more than anything.
>Close-ups and promo art - Large and expressively drawn
>In-game - Faceless squat blobs
Did it start with Gunslugs or something else?
Here I can acknowledge that right is more detailed, But I'd just really prefer the smoother edges and lines (and no. the filter obviously doesn't fix it). (If you see this and feel like going back btw; I have to warn you that the original runs like absolute shit, compared to rebirth)
The colors on the left are shit
I prefer the look of the rebirth dungeons but their isaac would definitely look better without the pixels.
yeah. but if you did that it'd probably look ugly and inconstant. But I don't think vector art's inherently unable to implement the colors and detail of Rebirth backgrounds.
theres a mod that turns all the items into vector art, doesn't look bad either.
I've seen that and think they look much better. But I dislike mixed res/mixel art more than Rebirths style
Correct it looks like mobile flash shit.
However you are also falsely claiming that Ganker wants everything to be pixelshit when "pixelshit" is one of the most associated phrases people say in relation to "indie games"
>how indie games used to look
Ugh..nice pixel-shit depression simulator, cool not-Ness on the left..gaming is dead..
How hard would it be to mimic 7th gen graphics?
Am I being optimistic for thinking that it could work out for an indie game?
by yourself or with an artist?
With an artist, maybe a few of them.
Then I think the biggest difference would be that you might save some work hours through the project. On the other hand, if you want it too look authentic, rather than just a difference in polycount (and possibly texture resolution, but that probably wouldn't save much time or effert at all) new problems might show up, like either you have to do some research about what techniques weren't available at the time and so forth and keep them to that, or pay them to look into and adhere to that
Didn't mean to quote you
maybe with AI
there is no point in mimicking 7th gen. it will just look like shitty graphics.
There's nothing really that emulating a 6th gen style won't do better than a 7th gen one. The technical limitations are gone, so what's left is just to make the game development easier. If you're gonna make something with 7th gen graphical standards you better have an entire team working on it.
Not at all. In fact, many indie games easily BTFO 7th gen's trademark brown + bloom any day.
cave story started development in the 90s, it gets a pass
I haven't played this game in such a long time.
Is the "enhanced" version any good? If not then I'm just sticking with the original.
It's got some additional content and looks better imo. Pirate it if you're interested because frick nicalis.
Yup.
SOVL
It looks like mobile flash shit.
>people are pretending that Stardew, Deltarune and Celeste look bad now
you Black folk have way too fricking high of standards, I swear to god. you wouldn't survive for a second playing any old game or any rogue like.
Stardew is the only good looking one out of the three, excluding the default portraits
MUH GRAFIX gays have always been turbocancer that can't appreciate artstyle
it looks like mobile flash shit
i'm here to shit on terraria even though i've got over a thousand hours in the game and no one asked
>graphics
the creator literally ripped a FFV spritesheet (it's his favorite FF game) and added more hairstyles and colors
>soundtrack
very dated and overrated, you'll hear praise from morons online talking about how "really nostalgic it is to hear the overworld theme" when it's just a minute-thirty loop of some bitcrushed cymbal crashes and stock FL studio brass followed up by "chiptune" melodies
>progression
early game is a chore to even start and hardmode past the mech bosses is too linear, the middle 50% of the game is the only part that's worth touching
>modding
calamity ruined future modding in terraria, everything is over-saturated and feels like a completely different game to vanilla
>calamity ruined future modding
fricking preach it brother
here i'll do you one better: the old calameme shitters came for the anime waifu summons and stayed for the shitty dubstep and edgy "lore"
>how flash games used to look
>how flash games look now
and both are shit no worth playing
flash is dead so indie devs decided to try and put "effort" into their games so that they can put a price tag on it. at least back then there was no paywall for this shit and flash devs experimented with hyperviolence and weird game concepts. remember escape room flash games? now they're everywhere in real life, you're welcome.
>remember escape room flash games? now they're everywhere in real life, you're welcome.
i've only found 1 on my isle
wish there was some kind of labyrinth too even if they are easy to exploit
I like both and you're a gay for trying to start flamewars over this.
They both look dogshit.
>it's good if it was done back then!
Cave Story was pretty much a trailblazer so any shortcomings are understandable. Even then the sprite work at least has a clear art style despite its simplicity.
it runs on a genesis/mega drive
It would trounce the other games on the sega genesis gameplay wise
>games need to keep using pixel art now until the end of time
this but unironically
>every movie should still be black and white
most should because they care frick all about using colours
The only thing I don't understand about pixel art in indie games are particularly RPGMaker ones.
You're making a video game made out of pixels, one of the simplest graphics to work on, and you can't even make your own assets 90% of the time? Now that's just lazy. Otherwise, pixel graphics tend to range from eh to fine.
99% of indie games are glorified flash games. I can’t anyone seriously who says that indie games are a good substitute for AAA games.
>glorified flash games
have you considered that flash games were just freeware indie games and that "flash game" as a moniker of quality rather than an indicator of medium has always made you look like a moron
i'd agree with you if it weren't for the fact that AAA kept shitting the bed consistently once 2014 hit. back then they were hits with few misses, then once the 2010s rolled around it became nothing but cash-grabs and recycled assets
>labyrinth
america's got you covered with corn mazes, carnival mirror mazes, and museums. hell, the older i get the more i appreciate a good trip to the museum
90% of this thread is shitting on both, moron. read with your eyes and stop sucking OP's wiener
>Calling out OP for lying is somehow sucking his wiener
Just because you're a massive homosexual doesn't mean everyone else is too.
i didn't call OP out moron, YOU don't have the reading comprehension to understand i was calling you out for not reading past the first post.
>Complains about reading comprehension while having no reading comprehension himself
Did I enter a new timeline? The Ganker I remember constantly shit on indie games for being pixelshit
now that half of this thread isn't arguing about pixelshit graphics what's your favorite indie game Ganker?
probably Project Wingman
return of the obra dinn
too many to list
kys favoritegay
Hotline miami
"blatant" if by blatant you mean 1:1 but with muh shitty oc donutsteel yeah
A bit of a generic answer but the total package in Shovel Knight Treasure Trove is excellent, King of Cards was a GOTYC in 2019 which was a pretty good year. In terms of more recent stuff I loved Gravity Circuit, Symphony of War, YOMI Hustle, Pizza Tower, and Slay The Princess.
I think it's a good sign that a lot of recent games I was thinking of naming I realized weren't indies but genuine mid-budget published games. I really do think that space is coming back.
Inspiration being called plagiarism, especially when at the time nobody thought a new official JSR was possible. Even now the new one may be marred with live service bullshit instead of just being an iterative sequel that takes advantage of modern tech and controls. Hope it's good though, it will definitely scratch a different itch than Bomb Rush if it is.
It's a tie between Noita and Fight n' rage.
honestly the second best thing to come from any megaman game
Yeah vector art is ugly as shit
i made this a few days ago. you're gonna look me in the eye and tell me it's ugly as shit buddy?
nta but it's alright, looks like a midgame enemy that you need to stealth around or else it'll deal a lot of damage
it's based on this. it's a creature called chima some anon made
nice, good stuff
You talking shit buddy?
those games on the left look like shit though
I like low poly* games, maybe is just nostalgia, but I think they look cool.
*Low poly with good aesthetics, 99% of the indie low poly games looks like shit, your favorite indie low poly game probably looks like shit.
They look like something besides some moron going for realism, so they pop up.
Still hasn't been a better looking indie game than this.
Only zoomers give a shit about everything being pixelart again.
>Only zoomers give a shit about everything being pixelart again.
Maybe I've been on the board too long because this complaint used to be targeted at Millennial indie devs for trying to emulate retro aesthetics but doing shit like mixels or designs that were too minimalist.
Stardew Valley and Celeste look better than anything on the left.
There's always been a mix of both, trying to separate them into "eras" is fake and moronic.
/v/'s perception of indie games comes from Ganker. I don't know how anyone could make that image when Pizza Tower came out last year and games like Fez and Terraria came out in the early 2010s.
pizza tower is pixel art, or at least oekaki
It's pixel art in the same way drawing with the pencil in MSPaint is pixel art, technically true but in a style that doesn't quite match the other examples.
Alright sure then Astlibra, ender lilies, Ori games, Night in the Woods, Spiritfarer, these things are all over the place
Hollow Knight and Cuphead
also hollow knight and cuphead. i'm not saying they don't exist anymore, there's just been less of it and more of pixel art
i want games like the gamecube era
(this includes PS2 and xbox btw)
cause my god many games today are way too fricking bright
im not the only one that thinks this right
same with like storage
optimize your games dammit
there was games with more content in only 4 gb
people forget limitations are a good thing sometimes
There's been thread before, specifically about contrast value and how pale/flat newer games (3d and 2d) looks compared to the gen you mention. I agree.
How I want indie games to look:
It's still insane to me that all these years ago we could have a indie game like dust that had really nice music, beautiful artwork and actually pretty good voice acting together with pretty fun gameplay, but all these years later a game on this level is still a rarity
And what exactly has Mario to do with this troony indie shit?
he represents the aura of the games but mariofied
what's wrong? you lack interpretation skills? is it the 'tism?
rlly makes u think
What's the third one on the right?
Astlibra Revision
The OP image for when this thread inevitably gets remade not too long from now...
I'm indiedev and for the time being use NES graphics, mostly because I'm an artlet and you have be truly inept to frick NES graphics up. I will say though that the time I've spent not only learning what the limits of the system are, but working within those limits, I could have just practiced and at least moved up to mediocre fourth gen graphics by now. I'm not sure I want to stick with this art-style but the idea of going back and redoing everything sounds like a nightmare and I'd almost rather kys myself.
NES graphics is at least more original. most devs just do non-specific 16-bit looking graphics or sometimes gameboy graphics
Fuga is indie since it's fully funded and published by CC2 and those games look very nice.
right is how reddit wants them to look like, not Ganker. Ganker wants them to look like 2000s / early 2010s flash games or for them to actually look like they come from the generations the devs are trying to imitate the graphics from.
Personally I'd loke more indie games (especially FPS and RPGs) to have a mid 2000s look. S.T.A.L.K.E.R. had pretty outdated graphics even for 2007 so the devs had to make up for it somehow. The muted colours, grey sky, sounds design and rusty UI made it extremely atmospheric.