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StilettoAdministrator
They're always after me Lucky ROMS!
Reged: 03/07/04
Posts: 6472
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Re: Depixelizing pixel art
06/05/11 08:20 PM


> > Maybe the wrong board.
> >
> > http://www.cs.huji.ac.il/~danix/
> > http://www.golem.de/1105/83740.html
> > -Flynn
>
> I was going to try the same thing with MUGEN a few days earlier, however I was
> practically laughed off their forum, with people saying that no-one would ever
> convert "their" hard work (e.g. ripping Capcom's CPS sprites and leaving them
> unedited, save for palette mods, in that stupid 1:1 384x224 format is 'hard work').
>
> My suggestion was to use the SVG format, which would look good in any resolution
> (note that the MUGEN kiddies just love running the game in 1080p widescreen, yet
> still use graphics designed for a 15KHz, 4:3 arcade monitor) and also allow for a
> proper standard to be made, so all characters can be sized correctly regardless of
> the game they were originally from (e.g. MK series characters will always tower over
> Street Fighter characters). But no, they want to stay in 1992 and use 256-color PCX
> format images, all jammed inside a proprietary container format so that they can use
> separate still images as animation. Note that SVG natively supports animation, and
> can also embed raster images as a fallback, if they really need.

I agree that either a. MUGEN needs a complete rewrite or b. someone needs to come up with a new MUGEN competitor that's modern and all, but certainly most people interested in seeing that are not capable of creating it.

- Stiletto







Entire thread
Subject Posted by Posted on
* Depixelizing pixel art Flynn 05/27/11 08:55 AM
. * Re: Depixelizing pixel art crowlos  06/05/11 09:23 PM
. * Re: Depixelizing pixel art Heihachi_73  05/27/11 02:24 PM
. * Re: Depixelizing pixel art StilettoAdministrator  06/05/11 08:20 PM
. * Re: Depixelizing pixel art BIOS-D  05/31/11 01:50 PM
. * Re: Depixelizing pixel art mogli  06/02/11 03:55 AM

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