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File: 8f3818a39c3881f⋯.gif (76.89 KB, 310x266, 155:133, 8f3818a39c3881fc7ff6fcff06….gif)

4c13c4  No.16835892

Why aren't more 2D games incorporating drawn graphics in a way that is akin to Cuphead? Such visuals would be more pleasing at this point than the continuous fatigue that is pixelshit.

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721e64  No.16835924

File: 70067df3b626c36⋯.png (23.2 KB, 768x269, 768:269, NES - Ninja Gaiden - Ryu H….png)

>>16835892

Two reasons.

1. It's expensive. Much more expensive than either 3D modeling or pixel art.

2. It requires more animation frames than pixel art does. Due to persistence of vision, lower rez pixel art (up to SNES resolution at least) you can get away with a two or three frame walk cycle and it looks perfectly fine. The more resolution the pixel art has the more frames you need to more frames to stop the animation from looking choppy. Hand drawn sprites like what Cuphead uses you need you need up to 24 frames per second to make it look right.

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8c2898  No.16835925

because that costs money

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9727ea  No.16835927

>>16835892

Because it's extremely costly, requires actually skilled people and takes a ton of time.

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226657  No.16835929

Invidious embed. Click thumbnail to play.

>>16835924

Bro, just use interpolation it will look great and you won't need to animate a lot of stuff :^)

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721e64  No.16835939

>>16835929

Don't even joke about that.

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226657  No.16835945

Invidious embed. Click thumbnail to play.

>>16835939

C'mon bra, there's no need for animators anymore when we can have AI do all the work for us

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947061  No.16835949

>>16835892

Because cuphead took seven fucking years to make. Which I bet a good chunk of that was art assets, since they drew all that by hand.

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3e3262  No.16835956

>>16835892

>lineart was done in ink

>scanned in and colored digitally to get around the limitations of real life with a minor drawback

Cuphead looks really good because most of the animations was done in full 24fps compared to the typical 12fps for hand-drawn anime, cartoons and videogames.

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6fc65c  No.16835957

>>16835924

>It requires more animation frames than pixel art does.

>The more resolution the pixel art has the more frames you need to more frames to stop the animation from looking choppy.

Didn't Flash solve this problem? Where all you needed to draw were the key frames and the software filled in the rest?

>>16835949

>Because cuphead took seven fucking years to make.

<A two-man dev team

<Took seven years to make a game with more effort than games developed by teams consisting of hundreds of people

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085540  No.16835960

>>16835929

is it just me or is there only a half dozen examples in that entire video where theres actually a noticable difference and of those only 2 are an improvement?

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3e3262  No.16835961

>>16835957

Flash does have Tween Animation, which is more or less basic form of interpolation and works 'well' due to Flash's more inherit trait is that all most of the art is Vectors rather than Bitmaps.

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4a163a  No.16835963

>>16835960

If you pause during animation the "improved" versions look like shit.

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6fc65c  No.16835975

File: 487a9322096dacd⋯.png (342.42 KB, 1920x1032, 80:43, ClipboardImage.png)

File: 4c4b828b407539e⋯.png (530.69 KB, 1920x1032, 80:43, ClipboardImage.png)

>>16835963

<A couple examples of what he means

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33a8e6  No.16836020

>>16835957

>motion tweening

<solved

Might as well use the puppet tool while we're at it. It's going straight into the trash anyway.

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6fc65c  No.16836023

>>16835929

>>16835945

Also, something that should be noticed about both of these is that the "best" examples actually require more high resolution, consistent frames to be processed in order for the image to not look like a distorted mess. Which, Flash already solved 24 years ago, according to this Anon: >>16835961

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588fef  No.16836044

What continuous fatigue exactly? You think maybe the reason most modern pixel stuff looks bad or insipid is because of lack of artistic talent and complacence? And no shit high quality traditional animation backed by solid art is pleasing to the eyes, just like high quality pixel art, but neither is exactly easy to do for soybeard hipsterdevs, or fast to produce, is it? Which is why you don't see a lot of it?

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d5acbc  No.16836045

>>16835927

>requires actually skilled people

This is the main reason.

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33a8e6  No.16836086

>>16835963

You don't have to pause to see the blurry animations. The shit doesn't look like 60fps. It's looks like it's trying to do 60fps but get massive frame drops.

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d1facc  No.16836103

File: deb7de5d992c114⋯.jpg (340.33 KB, 1300x760, 65:38, moon cup cricket.jpg)

You know how long CupFella took to make, don't you? At this point in time, it's amazing it happened without getting entirely subverted with calfart rejects.

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33a8e6  No.16836115

>>16836103

>At this point in time, it's amazing it happened without getting entirely subverted with calfart rejects.

It was made by 7 guys you fucking idiot. That's both why it took so long and why isn't wasn't subverted.

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33a8e6  No.16836153

File: a953633ba2daad0⋯.png (135.73 KB, 981x389, 981:389, 56837b02ef8d307779827b87f1….png)

>>16836139

What?

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8bea31  No.16836155

People forgot that sprite doesn't mean pixelated mess. So it's somewhat of an underdeveloped field of anesthetics.

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01a78c  No.16836158

>>16836115

Anon, even though that other fag is stupid, more hands/money doesn't make something that would take time being done faster. Regardless of teams, it's hard to emulate art styles without getting into calarts territory, and it takes even longer if there's high res.

I'm actually working on a 2D metrodivania porn game, like Future Fragments, and I'm by myself, I can tell it takes a lot fucking time, I don't think it will be done in the next 5 years, and trying to hire other people only hindered me. Sure, maybe with more leadership it can work, but it can be hard and be fucked very easily.

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8bea31  No.16836159

Also subhuman retards posting bitmaps being interpolated get the fuck out.

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5de54d  No.16836170

File: 46803588fe51911⋯.mp4 (111.5 KB, 538x360, 269:180, hmm.mp4)

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5de54d  No.16836172

>>16836158

>. Regardless of teams, it's hard to emulate art styles without getting into calarts

How? Cuphead isn't calarts in any stretch of the imagination and it was all drawn by one guy who co-owns the company.

LET ME POST

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f3b1f2  No.16836175

File: a1a45b932de5a4e⋯.jpg (143.72 KB, 1024x762, 512:381, a1a45b932de5a4e1766e1ae31c….jpg)

Heavily animated games such as cuphead are extremely expensive, especially if hand drawn. But if you want pretty games then there's a bunch of adventure games that incorporate great art, which is made possible since they usually take place on a static screen with a few interactive elements and a couple of characters moving about. Like check out The Whispered World and The Curse of Monkey Island for some examples.

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f3b1f2  No.16836187

Because its incredibly difficult, time-consuming and expensive.

Next question

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f3b1f2  No.16836226

>>16836153

I think it's a bot.

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5a03ea  No.16836336

>>16835975

The blue cat looked like shit in motion. Pickle Rick had a similar problem. The problem is certain parts of the original animation snap and skip critical frames. Ultimately it just means that the original animation is too deficient to interpolate properly and needs more hand-drawn frames.

I don't see anything wrong with the second picture you posted, or at least nothing that looks bad. The only thing I really notice is that some of the flowers appear to have fewer "points", but I justnimagine they are bent/folded a little differnetl.

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8bea31  No.16836340

File: a09334aee649abe⋯.png (44.94 KB, 215x234, 215:234, 22fc75266ae792319ef9709239….png)

>>16836336

Bitmap interpolation is pretty stupid anyway, hell even with rendered video we're still dealing with retarded bullshit as a direct effect of being in that format. Specifically, rapid ballooning of filesize as render output is increased and the issue is only getting worse, what with developers being less and less willing to ever do anything actually in engine, which, hilariously creates the increasingly blatant issue of games looking inadequate to themselves being uprendered for interrupts.

We have the technology for this to not be shit, 2D vectorized graphics and Realtime output, and I'm going to be honest, games can and should take the slight hit to do shit in engine.

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33a8e6  No.16836391

>>16836172

I'm wrong. One of the brothers is the art director. They have several artists and animator. Neither of them are artists or programmers.

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fc48cc  No.16836745

fuck pixelshit, bring back digitized sprites and FMV

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bcd0fb  No.16836779

Because most artist in the west can't draw or animate anymore due to how far standards have dropped along with most artist becoming far left retards who have no imaganation.

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c38a15  No.16837102

>>16836158

I feel you anon I'm in a similar situation.

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8fa305  No.16837115

>>16836812

Absolutely funny.

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6539b1  No.16837219

>>16837102

Do you feel me brother.

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216a52  No.16837419

Because even with the funding of Microcock, the creators still had to take another mortgage on their houses just to finish the game.

I guess there's Enchanted Portals, but it looks flash-tweened.

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261b40  No.16838212

>>16835927

>requires actually skilled people

Of the three criteria, this is actually the biggest roadblock. Time and Money can be secured if you're motivated, have connections, or know how to bullshit fairly well.

Skilled people though - are rare. They're rare in all sectors, but especially in the indie scene, as most indie devs are just looking to cash in a few quick bucks - are treating the "game" as their own personal art project - or actually talented people get poached by larger studios who can pay them jack shit because their enthusiasm of making it big in the industry proper clouds their judgement.

Yeah, you get more "visionaries" in indie devs because of the freedom to work on what you want, rather than working under a sponsor to create what they want - but rarely do they have the programming or level design chops to pull off their vision. Usually it ends up being just quirky shovelware, or cloning aspects of games decades old with modern quality of life features and control schemes - but with none of the understanding of what actually made those old games good.

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ea996e  No.16838508

File: 15015f219e52ac0⋯.gif (345.04 KB, 500x480, 25:24, citywaves.gif)

File: 909ae2812f0b25d⋯.gif (69.6 KB, 500x605, 100:121, gcdcity.gif)

File: 115efe87d6240f2⋯.gif (290 KB, 500x705, 100:141, mutecity.gif)

Because pixel art, when done right, is incredible, beautiful, relatively easy to make, and are a medium that are wholly unique to video games.

Imagine being such a retarded pleb you can't see the appeal.

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a25471  No.16840433

File: f469c9d36b24032⋯.gif (435.76 KB, 593x539, 593:539, upscaling.gif)

File: d4b411280dd2f90⋯.gif (364.63 KB, 1164x1056, 97:88, CYmW5eR.gif)

File: d15c4fc56bf3bf3⋯.gif (642.93 KB, 1005x482, 1005:482, ESRGAN on right.GIF)

File: 50cd4e1e546f36c⋯.gif (45.7 KB, 248x248, 1:1, ESRGAN.gif)

File: f884bad512c1a14⋯.jpg (7.8 KB, 442x114, 221:57, imaasdadsges.jpg)

>>16836340

>>16836336

I don't know about for animation, but static bitmap images being interpolated to be upscaled has had massive strides recently using deeplearning shit.

ESRGAN and other -GAN scalers are basically fucking magic

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e714ed  No.16840468

File: 1db503d4ec05c79⋯.gif (1.04 MB, 480x262, 240:131, ezgif-6-9c79f0c0d28a.gif)

>>16840433

Interpolation for animation was pretty much abandoned back in the day.

Its been stagnant for ages, and only recently have i seen any attempts at advancing it. Generally in its current state it requires touch ups for anything but the simple things.

However as noted, i don't think many people really have tried to advance it.

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