Living Worlds: 8 Bit art animated with palette cycling (2012)
effectgames.com
effectgames.com
But I found the original artist, as far as I can tell, and this art was done in 87'-97'. The 8bit palette cycle is not new, you could it with a number of methods way back, but it's oddly still incredibly impressive.
https://apps.apple.com/us/app/living-worlds-mark-ferrari/id1...
My favorite $2 purchase, it's a masterpiece. My "go to sleep" routine is to watch it on my phone in bed until my eyes get droopy.
I will try to put it on my iPad as a "picture frame" on my desk.
Regardless of if it runs nicely on my iPad setup or not, I'd wanted to support this beautiful work of art + programming blend anyway!
Wow! When I first saw this site a few years ago, I immediately thought the people involved have to be pixel art geniuses, but I didn't imagine it went this far back or had such an impressive pedigree. Legendary indeed...
Fast forward 2 decades, I'm also involved in Elixir community a bit, I was attending the ElixirConf in 2017 and when Boyd Multerer introduced his Scenic UI framework [1], my brain literally exploded and I immediately started to think of a way to use it for making video games (something that ended up not being completely possible, but not impossible!)
My first attempt was to recreate the iconic Shadow of the beast "walk in the park" scene, multiple levels of parallax and all [2]
My second attempt was, of course, recreating these same animation in Elixir! [3]
Then, as many of you already know all so well, life hit, I lost momentum and it never became something more polished or usable.
It still was a lot of fun.
Fast forward another 2 years, I was at ElixirConf again in 2019 and there was a talk about a GameBoy emulator written in Elixir+Scenic.
Never I would have imagined that my silly experiments would end up to inspire someone else to build something so cool! [4]
Kudos to him.
[1] https://www.youtube.com/watch?v=77FW-jrCyCs
[2] https://gitlab.com/wstucco/scenic-sotb
Reminds me of all the neat 8bit hacks people had to do back in the day. Glad there's still people doing stuff like this :)
...if you haven't.
From my experience: very true.
It's such a lovely art form... but such an anachronistic one.
It's funny, you could say the same about all real-world art forms too, but somehow hand-crafting things don't bother me on the same level as this kind of tech.
With things like the pi zero, the cost of a machine that can endlessly run full video is vastly eclipsed by the screen to present it on. So simple palette animations are now pointless. Filesize? My phone has over 100GB. Bandwidth? Streaming is everywhere.
But I love this stuff. I love the aesthetic, the limitations, the tech that is simple-enough I can fit the whole concept into my head until I see the hellscape of optimizations that it took to squeeze out every last iota of performance on old machines that shouldn't be able to do this.
it's not pointless -- constraint often produces beauty in unexpected ways.
Piet Mondrian's art wouldn't have been improved by access to millions of colors and microscopic detail; the rigorous constraints are what produced his entire style.
plus as a developer the idea of using the least amount of machine to accomplish something is incredibly appealing to me; it's like a more extreme version of code golf.
It doesn't have to serve a utility. It's a beautiful, clever intersection between math and visual art, and that's all it has to be.
That grounds it in the moment, and in its own way justifies the effort.
Popular ideas about art often get unhealthily fixated on the idea of production; there are always standard ways of doing things that give a consistent result, and when you layer them all up you get a pretty picture. And the average "pretty picture" one sees throughout social media is built on applying just those things. But that kind of default is an example of a normalization - if everyone has a guitar, you get a lot of guitar music, yet not every guitar player is really aiming for mastery of guitar specifically.
It's stylistically more important to actually settle on a medium with a definite spec and then work through how to optimize it, like how a speedrunner gradually learns the intricacies of a game. Then you can make that definite statement.
I always thought there was something aesthetic about older games - and I think the limited tools they had to work with was a big part of it.
I'd play the hell out of a modern game that looked like this.
Slow as hell to make, hugely pleasing to the soul. My metrics are that in the end, not efficiency.
The Amiga Graphics Archive
http://amiga.lychesis.net/special/ColorCycling.html
> “It's such a lovely art form... but such an anachronistic one.”
Christensen
Perpetual Motion Machine & Watches
https://www.randelshofer.ch/animations/anims/christensen/thu...
I think of this as more something from the Atari ST era; in fact, I think I distinctly remember the waterfall effect from the NEOchrome examples: https://www.retroshowcase.gr/index.php?p=article&artid=3
8bit Ataris kinda... not palette indexing but enough colors to make it happen. Though scarcely enough memory :)
Amiga(16bit), yes.
VGA (8/16/32 bit). Huge yes. Underrated. E.g. mode 0x13 had 256 palette registers!
The Atari 8-bit computers can display and cycle 4 out of 128 colors, which is quite limited.
The Amstrad CPC computer can with 16 out of 27 colors. The Amstrad CPC Plus models can with 16 out of 4096 colors.
I believe the MSX 2 and 2+ models can as well as they have 4096 or more colors.
Other possibilities are the Enterprise 64/128, Thomson TO8, Fujitsu FM 77 AV, and Sam Coupe. I mentioned these because they all have 128 or more colors but can only display a small subset of them so changing the palette should allow color cycling.
The perspective scroll is achieved by having a colour for each 'column' of the text. The letters are then drawn by setting the palette at the start of each scanline. So for a letter T, you'd have a few scanlines with ink 1, 2, and 3 all set to green; then the remaining scanlines with ink 1 and 3 set to black, and ink 2 set to green.
Later on it varies the technique by using different shapes, by changing the colour selection per line, and so on.
https://www.aaronbell.com/secret-colours-of-the-commodore-64...