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File: 5446b7f86ac7e87⋯.jpg (175.59 KB, 1024x768, 4:3, 1481863774982.jpg)

d39592 No.15124833

Could anything good happen if indie devs suddenly started limiting the size of their games to something like 1.44mb? It might be interesting seeing how they get around it nowadays. I'm a little surprised hipsters haven't latched on to those old floppies yet.

576871 No.15124844

File: ea4e1bc65204493⋯.png (68.52 KB, 658x384, 329:192, dude retro lmao.png)

>It might be interesting seeing how they get around it nowadays

Anon I…


72871e No.15124846

>>15124833

I doubt it, mainly because most indie devs who use sprite work just do it because of a shitty novelty.


e6f515 No.15124856

>>15124844

what is that first one?


72871e No.15124857

>>15124844

That's a good example, something of note is that modern PC displays have a resolution of 1080p which is much more than the original 480p from back in the day.


f79733 No.15124864

>>15124833

>Could anything good happen if indie devs suddenly started limiting the size of their games to something like 1.44mb?

It's unreal and very unlikely to ever happen.


b31128 No.15124868

>>15124833

It could be interesting, the problem is, a lot of game engines are more than that size out of necessity. There's a lot more compatibility programming that has to be done these days than back then, so just making the game engine would be way over. Maybe if you limited it to something more reasonable like 100 MB or something.


079505 No.15124884

>>15124856

Some Indiana Jones point and click I'm guessing.


dcb066 No.15124887

File: 6ce7e181a1819ab⋯.png (1.92 MB, 1240x1056, 155:132, good one.png)

>>15124833

I needed a good laugh, thanks anon.


d39592 No.15124888

>>15124844

If everyone put such low effort into their games it'd only make a good one stand out that much more.

>>15124868

1.44mb was just an example, but the original Cave Story when zipped is just a tiny bit over 1mb and is ported to a bunch of platforms so it's probably not impossible.


a595bd No.15124928

>>15124833

In today's gaming landscape it's too often style over substance, so if you take the graphics away you still have sub-par gameplay left.


a5a90c No.15124936

>>15124833

It would cull 99% of talentless pixelshit games because those are made in off-the-shelf engines where even binaries from an empty project are like 50-100MB.


b349e7 No.15124945

File: 1876f68ac79993b⋯.webm (1.39 MB, 1280x720, 16:9, where_it_all_went_wrong.webm)

>>15124833

>I'm a little surprised hipsters haven't latched on to those old floppies yet.


9f9b4d No.15124958

>>15124945

Terry is right on point as usual.


d39592 No.15125001

>>15124928

True.

It's probably hopeless optimism but I was thinking that if such limits become a trend among indie devs they'd have to come up with ways to stand out, leading to decent games that excel in at least one area. Kind of like dumpster diving through the sea of shitty games on Steam/GOG/itch.io/etc. until you find something that actually catches your eye.


2728d8 No.15125023

>>15124945

I'm surprised they haven't started making text adventures en masse yet.


47f1fc No.15125029

File: a5ea4277abff043⋯.jpg (5.6 KB, 236x173, 236:173, real example.jpg)

>>15124844

FPBP

You just forgot the post-processing effects(chromatic aberration, particles and light effects) above the pixels.


9cb743 No.15127615

File: 3b7b2a249c8722a⋯.png (4.13 KB, 640x350, 64:35, labozeux-2.png)

>>15124844

Pic is from 1993. Not every game used the same kind of art style. And ZZT, which preceeded it by only a couple years, was plain text (well it used the entire set of printable DOS characters, not just the lower 7-bit US-ASCII).

As for trying to limit modern games to a small size, don't forget you have to cram all the libraries in there too. Otherwise it's cheating. When you installed a DOS game from floppy, it came with everything it needed for sound and graphics. You could run the game on a HD with fresh DOS install and nothing else, and it would work fine (no dependencies, other than the hardware itself).


9cb743 No.15127653

File: 16cd6d25872d4a4⋯.png (7.45 KB, 1023x691, 1023:691, 01_intro.png)

>>15125023

Probably because text adventures don't sell. Even roguelikes need fancy tiles or some kind of graphics (and probably sound too) for normalfags to be interested. And those got bloated too. Compare TOME4 with the old v2 for example.


de8631 No.15142266

>>15124833

Just more pixelshit.


8cff3c No.15146941

>>15124945

He's not wrong


28d521 No.15150392

File: a8cb2143e8b5460⋯.png (734.41 KB, 1920x1090, 192:109, screenshot5.png)

File: c07ccc6f9b676d0⋯.png (1.08 MB, 1920x1090, 192:109, screenshot10.png)

File: d7ab9956aba802e⋯.png (869.4 KB, 1920x1090, 192:109, screenshot15.png)

File: 7197e0dcf57e70d⋯.png (1.21 MB, 1920x1090, 192:109, screenshot19.png)

>>15124844

<comparing a game made by seasoned devs in a major studio to the first game by a tiny indie dev studio

Anon, you should off yourself, you disingenuous little shit.

This is what the next game developed by The Game Kitchen looks like.


1a4501 No.15152627

>>15150392

>soulslike


3d04cb No.15153011

96k game compo existed for a while.




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