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Graphics > Creating GBA graphics

#6113 - Fog - Sat May 17, 2003 12:00 pm

Hi There,
I?m a 3D Artist, and I would like to know the right way to make a gba graphics look. The masters what do you use ? a pre-rendered 3D images or paint into photoshop each pixel ??

I would like to make an isometric graphics like mario or castelvania. :P

Thanks a lot !!!
bye

#6127 - tepples - Sat May 17, 2003 8:37 pm

Fog wrote:
I?m a 3D Artist, and I would like to know the right way to make a gba graphics look. The masters what do you use ? a pre-rendered 3D images or paint into photoshop each pixel ??

Pre-rendered images work well in games with large sprites such as Donkey Kong Country or Killer Instinct. The details tend not to show up well when a rendered image is scaled down much smaller than 32x32 pixels; such an image will need a pass of pixel-by-pixel touch-up.

You should read some pixel art tutorials.
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#6135 - Daikath - Sat May 17, 2003 11:29 pm

I've seen some screenshots of Donkey Kong Country for GBA and was underwehlmed by it, you could really see that they had to deal with 256 colours instead of the more they had for the SNES with the FX chip.
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#6136 - tepples - Sun May 18, 2003 12:10 am

Daikath wrote:
I've seen some screenshots of Donkey Kong Country for GBA and was underwehlmed by it, you could really see that they had to deal with 256 colours instead of the more they had for the SNES with the FX chip.

The Donkey Kong Country games for Super NES were not Super FX or SA-1 games but just 32 Mbits of software. I'm guessing that you're remembering more colors than you originally saw because 1. DKC for Super NES had smarter shading than other 16-bit games that came out at the same time, and 2. composite video blurs the image, making dithering more effective. When DKC for GBA comes out, try playing it through the GameCube Game Boy Player and comparing it to the Super NES version on the same TV.
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#6166 - Maddox - Sun May 18, 2003 7:07 pm

Tepples nailed it. I would add also that judging the entirety of graphics for a game based off of a screen shot isn't too smart since there is no animation. Also, the GBA LCD tends to blur things a little. I've notice that fact help in scaling images, but not on dithering, etc. Tepples?

#6171 - tepples - Sun May 18, 2003 9:03 pm

Maddox wrote:
Also, the GBA LCD tends to blur things a little. I've notice that fact help in scaling images, but not on dithering, etc.

A CRT is temporally sharper than an LCD (that is, the value of each pixel changes faster vs. time), but an LCD is spatially sharper, especially when compared to a sub-$500 living-room television set.

And no, LCD blurring doesn't necessarily help in scaling images because the GBA's background and sprite texture mapping is nearest-neighbor (like the PS1), not bilinear (like the N64). However, if an image is moving, the human visual system can't perceive as much detail, and the scaling looks smooth.

If you want to optimize dithering for a slow display, try temporal dithering. Have pixels that were "too dark" in the previous frame be "too light" in the next frame. This is also the basis behind "super-transparency" as described in this topic.
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#6365 - Maddox - Fri May 23, 2003 8:33 pm

Well, yeah, that's what I meant. The temporal charactaristics of the GBA LCD seems to help scaling a little.
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