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File (hide): 71aa38d16fb5ed2⋯.jpg (11.24 KB, 250x239, 250:239, 148486919382.jpg) (h) (u)

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 No.844646>>844648 >>844653 >>844671 [Watch Thread][Show All Posts]

https://www.youtube.com/watch?v=fUDk5Zl3lnA

How do you code authentic retro videogames?

Like how do you emulate the constraints of retro consoles?

I want to make a retro game on SDL but I dunno how to get that retro feeling?

Low resolution?

Same color pallethe?

Color dithering?

Those are the easy ones to guess, but I don't know what else to do.

How do you do screen flickering?

 No.844648>>844651

>>844646 (OP)

Code on old hardware, then port.


 No.844651

>>844648

I don't have such old hardware and I'm not into coding for emulators (maybe I will do it), but was asking for making games on SDL and C++ on PC.


 No.844652

I don't know about the SNES and Genesis, but the GBA had a nice PC development scene. The hardware was still pretty simple even though it was a 32-bit system. I remember seeing a lot of demos and tutorials back in the day.


 No.844653>>844654

>>844646 (OP)

Focus on an interesting gameplay.

Everything else is not that important.


 No.844654>>844661

>>844653

there's a certain appeal to NES aesthetic I feel we lost.

>but it looks like trash

hell, even psx 3D now feels like nostalgic for some reason.


 No.844661>>844669

>>844654

It wasn't lost. Nobody wanted it when you could display 24-bit color with seemingly infinite number of sprites on screen. It sounds like what you really want is an NES development kit.


 No.844669>>844670 >>844672

>>844661

>nobody wanted

I'm sure people want movie games filled with hyperealistic ugly feminist whores and stories about SJW homosexuals in sci fi drama while playing mediocre gameplay filled with movies and micro transactions.

because what we want is press x to skip the gameplay, right?

kys


 No.844670

>>844669

>strawman "argument"

go eat a benis tbh


 No.844671

File (hide): 4ab0758cc7fbe9a⋯.png (5.55 KB, 557x267, 557:267, thatsthetrashcan.png) (h) (u)

>>844646 (OP)

>How do you code authentic retro videogames?

>retro conso.. cancer

consoles


 No.844672

>>844669

Bit of an overreaction there...


 No.844680

>How do you do screen flickering?

Anon, there's a whole website dedicated to that: https:// nesdev.com

But your title is optimistic as fuck. If you focus on just implementing the restrictions and methods, you get a tech demo - not an authentic game. We have newer hardware that makes it easier for you to focus on the game while actually keeping the aesthetic you want.

Here's a foolproof way to make your pixelshit stand out from everything that's being released and have it be authentic - actually design the game and focus on artwork and sound instead of autistically obsessing over self-imposed programming challenges. If your models look like good NES-era art and not generic hipster low-res vomit that looks like somebody scaled up Atari textures, it will be very noticable. But feel free to ignore everything I just said and go to the website anyway, that still answers your question.


 No.844690

File (hide): 03a1ea84e420503⋯.png (11.33 KB, 384x272, 24:17, 2.png) (h) (u)

Ideally you'd experiment on the platform you want to "emulate", so you can get a good idea of what it's capable of. Only that way can you be sure all your pixels are natural and organic!




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